You insanely overuse Force-Palm. Just stop it...please. I don't think you're doing it because you're messing up B-reversals or wavebounces, you just throw it out like its as safe as a forward-smash. You take heavy punishment for it every single time, and it really hurt your game in every round.
The only times I ever use FP is if I'm playing against an opponent who has trouble getting out of the chain grab early, or I can land a Fair->landing FP (grab comes out on frame 1, research it a little). Force-Palm is only a good kill move if both you AND your opponent are at high percents, and even then, there are usually many more safe and reliable options.
If you want to land the chain grab, fish for it early in your opponent's stock and be patient. Once you take too much damage without landing it, stop trying because its no longer worth it. You can't get the chaingrab reliably on your opponents once they're past like 30%, so fishing for it at 70% is pointless as well.
Add more aerial combos to your game. You're good with neutral-air but try to use it more frequently as an adjunct to a successful forward-air. Approach with Fair, follow through with Nair, autocancel it on the ground, and then add a Dash attack or F-tilt. Small strings like that are easy to land and pretty basic to master. I'm not saying you never do this, but don't be afraid to rely on it more instead of ground game. Stop landing with Fair, you have a lot of landing lag and you get punished for it. Even if you don't hit with it, always Nair before you hit the ground rather than Fair.
Practice this kind of thing in training mode against a lvl9 CPU set to "Stop":
http://www.youtube.com/watch?v=ycTwKnv9Y64 (1:47-2:00)
Implement this sort of strategy into your edge-guarding game, a lot of the time vs Ike you just watched him swim in the water instead of taking advantage and dealing free hits. Against Falco, you just waited for him to recover without so much as charging or firing an aura sphere.
Move around more. Rolling isn't the only way to travel about the stage. You can walk, dash, pivot, short-hop -> fast-fall, and much more. Rolling makes you predictable and doesn't set you up for the spacing you need on most attacks.
DI to survive. When launched, just use your C-stick to forward-air, and stop your momentum by aiming towards the upper corners of the stage with your control-stick. STOP USING YOUR DOUBLE-JUMP when you get launched. SAVE IT for when you get closer to the stage, otherwise you'll be forced to use Extreemspeed every time.
You need to be WAY more creative with your Aura Sphere. Charge it more frequently, fire it with more variety, and use it to guard opponents from reaching the edge. Jump and fire it near a falling opponent and then run up to punish their air-dodge. Fire it on the ground to make your opponent shield/spot-dodge and then approach from the air with a Fair->Dair combo. Mix it up and you'll be pleased with the results.
Overall, pretty decent sets. Don't be discouraged from going to more tournaments.