Squelchies is my thing, so here's the advice I got.
General advice with the main weapon: Squelchies' bread and butter is its movement and range. They're the most mobile dualies since not only do they slide for a bit after a roll, but you can immediately jump out of a roll and chain rolls and jumps together (jump tech). Because of this, Squlelchers is really good at being a rat and moving around and annoying opponents. Its range also allows it to zone out a good chunk of short range shooters. The two things it struggles with is ink efficiency and kill time. DS has the second-worst ink efficiency of the dualies (only dousers is worse) so you need to be very aware of how much ink is in your tank. A common mistake is committing to a fight and losing because you don't have enough ink in the tank. Second, it has a very slow kill time. A bullet only does 28 damage which falloff damage makes even worse. Bullets are also pretty small in size and the accuracy of DS isn't the greatest either. So as a result, DS struggles to kill in direct combat compared to other dualies. DS is also the only dualie that (whoops, forgot this happens to Gloogas too) doesn't get a firing speed increase in turret mode so keep that in mind.
Vanilla kit: Splat Bomb and Wave Breaker is a pretty solid kit for a more aggressive DS. Bombs act as a good poking tool but you don't want to over-rely on it. You don't want to be using Squelchies with only 30% of your ink tank. Wave Breaker is a very fragile special so you want to deploy it in hard to reach corners most of the time. Also since specials always instantly refill you ink tank, it's not a bad idea to lob a splat bomb before deploying a wave breaker.
Custom kit: CDS plays very differently from VDS. It plays way more like a support weapon because of its sub and special. Beakons are pretty self-explanatory, you want to put them in corners or places the enemy team can't reach well. But you also want to make sure you beakons are valuable. Nobody is gonna want to use a beakon that's far far away from the objective. Just keep in mind deploying a beakon is expensive. It costs 75% of your ink tank so make sure to refill before doing anything else. Super Chumps work very well on Splat Zones where it can paint a large amount of zone quickly but otherwise, you can use the chumps themselves as shields while you move around. You can shoot through your own chumps but your opponent can't, which might give you a slight edge. Otherwise, you want to make sure you always have beakons up so that your teammates have a safe location to superjump to.
Gear: Preferences for gear depends on who you ask but besides your regular utility subs, it's a good idea to run intensify action to reduce as much aerial shot spread as possible. Some people also like to run QR on DS. I personally don't but if that's something that might fit for you, then go for it. Comeback or LDE is what you want to put on your headgear. I personally prefer Comeback since you get more bang for your buck in my opinion, but LDE works too. Ink saver main and swim speed up are also good perks to run, and sub power up is heavily recommended for CDS to make beakon jumps faster.
And that's all I can think of off the top of my head, but I can answer questions here if you have any!
TLDR: Pros: Great mobility, good range; Cons: bad ink efficiency, slow kill time