PK Fire isn't the problem when we're trying to approach though, and it isn't the reason we have to approach either. I know what you're saying, but I don't see why we should base our stage choices around PK Fire, when there are better things to CP for. I was actually thinking RC might be a good choice - thoughts on that?
Maniclysane, d-air can lead to d-tilt, and if you miss the tech, the d-tilt can lead to a u-smash/f-smash. Grabs are fairly rare from Lucas, true, but if we're approaching, his pivot grab is a viable and dangerous option to watch out for.
EDIT: No, his z-air doesn't have a hitbox if that's what you mean. Zap Jump + Magnet Pull gives him a trajectory that's basically impossible to punish unless you predict it. The horizontal boost from Magnet Pull is definitely significant, as is the vertical boost from Zap Jump - have you even seen them done? =\