First off, edict isn't really that good against creeps, but really good against buildings. The idea is that the damage is spread between how many characters there are to hit, and the whole idea of creeps is that there's usually more than one. Use it against heroes when they're alone or in a small group, or against towers when no enemy creeps are around.
So when you're laning, the best setup is if only one person gets all the experience and all the gold, and the other person(s) are there mainly for the first person's protection. I have doubts about the carry ability of Meepo TBH, but whatever the case may be, he's probably a more farm-dependent hero than Leshrac. So the idea is that if you're laning with him, you do something
other than lane like you would normally do and take valuable XP and gold from him.
Things you can do:
1) harass your opponents - especially if you have more regen than they do, you just run up and hit them. If they come up for a last hit, attack them. If they're standing there doing nothing, run up and attack them. etc. At low levels you do a lot of damage compared to later in the game and harassing can really hurt an enemy.
2) roam and look for kills on other lanes - probably best if you're in a trilane, because then you have some backup to ensure the kill.
3) stack and pull. The idea of stacking and pulling is that in a safe lane (the radiant bottom lane and the dire top lane) the natural creep equilibrium (red lines) is quite close to the tier 1 tower (white dot). You'll have to forgive my horrendous drawing skills. However, if you push the lane towards the enemy's tier 1, there are a whole lot of ways in which someone could sneak up on you without you noticing and kill you (on the dire side, the blue arrows in the picture). Therefore, it's best to keep the creep equilibirum towards the tower so that you're safe from ganks and other unfortunate incidents.
There are ways to do this. Obviously, when you attack a creep, you push the creep wave forward. So, to balance this, every time you hit an enemy creep, you should be hitting your own creeps once. It's best to last hit them so you can deny exp to your opponents, but for the purposes of creep equilibrium hitting them at any time will do. If your opponents are good, however, they'll want to pull the creep equilibrium back to their tower because it's safer for them. So they'll want to deny as well. This is where stacking and pulling comes in.
The idea behind stacking camps is that if the creep camps are empty, they refill on the minute, every minute for the entire game. The obvious way to make sure it's empty is to kill the creeps. The other way is to stack.
What you do is you attack the creeps at :52, then walk away immediately. The creeps follow you, and if you time it right, when it gets back to :00, the creeps are far enough away that they don't interfere with the control zone and a new set of creeps spawn. The exact timing is sometimes really lenient but sometimes it's really strict, so it takes practice and experience to stack precisely, especially when you start stacking more than 2 camps. A good rule of thumb is that when you pull, you run towards your own base. That means your enemy doesn't see you stacking, and it doesn't expose you to unnecessary attack.
Pulling is the idea of getting lane creeps to aggro on neutral creeps, so that they leave the lane. When you're in lane, what you do is attack the creep camps I've circled at either :15 or :45, and then run towards the lane, following the arrow. The neutral creeps will attack the lane creeps then run back, pulling the lane creeps into the neutral camp where they will attack each other.
The reason you
stack and pull is simple: one stack of the neutral camp is not enough to completely kill off a wave of lane creeps, but two is. If you don't kill off the entire wave, they tend to run back into lane just when the next wave arrives, which defeats the whole purpose - now you have an extra strong wave that's going to push the lane towards the enemy tier 1, and you don't deny as much exp.
Stacking and pulling is a really good way to deny exp and gold from your enemy, and it's also a good source of extra experience for supports, who shouldn't really be taking exp from your farm-dependent hero. The idea is that you're far away enough that the carry gets all the exp for themselves, but you're still close enough that if the enemy want to initiate or harass, you can back up your laning buddy.
http://www.youtube.com/watch?v=HFwJqcga7V0
There are tons of guides and videos that show you how to do this, and it's probably better if you practice against bots or on an empty map first before doing it in pubs where people might get annoyed at you if you screw up.