Thanks for the advice, but there were actually reasons for doing what I was doing. The iad jB can get guard pointed pretty easily, but that's ok, but it's jump cancelable. If I see it getting guard pointed I just jump and barrier and the worst case scenario then is that I block it. Best case scenario is that he teleports and his attack wiffs, in which case I can do jD for some free curse. Also, I cool little factoid I discovered is that it is actually safe to poke with the 2D, but you have to be REALLY careful with your spacing. If he tries to guard point > teleport the 2nd hit of the 2D, then you get to block. Get your timing right and you can instant block it, then punish with 5A > 6B. The problem is if your spacing isn't just right, he'll teleport to the other side of you for a quick cross-up. Knowing the spacing will allow you to always punish it tho. It's difficult, but possible.
At the time, I was kind of at a loss for him using 2D on my 6A after the 5A x N, and what I started doing in the match was jump canceling and then barrier blocking. In retrospect, what I should have been doing is 6A > 2B for a counter hit, 2C rapid blah blah blah, or if I didn't have any meter CH 2B, link 5A > 6B.
Lastly, I'm aware that I fucked up some combos, especially the ones where I was using 6C to do guard breaks. It's a very bad habit I've gotten into where I'm not keeping track of the different bug recharge times in my head, and just acting on auto-pilot. I'm working on it, I swear ;>_<
However, all of your advice is completely valid and I totally see the wisdom of it. I'll try to mix in some more of that as well.