A bit late, but better late than never I hope. ::
1) Not much aside from those three, but...
S© can be used as AA, in rare situations. One particular one I would use it is for opponents attempting to IAD out of the corner carelessly. It has that extra vertical range that her other AA's lack, and is fast enough to catch ADs out of corner on reaction. Not much other use for this as AA, though.
6H can also be used to stop people who like to jump from long ranges. An example would be after a midscreen knockdown -> disc -> connected 6K / TKBM, the opponent is generally knocked too far away to followup with disc mixup. You could try throwing a max-range 6H to catch your opponent if they are jumpy (and don't FD at the beginning of their jump.. alot of people don't). Extremely limited in its uses though, and probably more useful in Slash due to the Ground Bounce on CH.
2) It all depends on range and what options the opponent has during their jump-ins:
2H: Good when your opponent is coming down right on top of you. If you think you may score a CH, wait till you hear (or don't hear) the "Counter" voice before continuing your combo. Should have enough time to follow-up properly either way.
6P: Do not use this if your opponent still has the ability to double jump. It will whiff and go into it's long recovery and you will get smacked as the opponent comes down. This may not apply in Slash as you can FRC it, but still not a great idea on first jumps. Against decond jumps / ADs falling on you at ~ a 45° angle, it's a fairly good choice.
5P: Good against quick IADs in, such as Jam's, or just anticipated IADs in general to cut them short. Also good to throw out on a regular jump-in (throw two so you have enough time to hit confirm into sj.K on hit). You also won't be in any trouble if opponent dj's to bait your AA, since 5P is so quick. Play around with this move... it's very versatile and not at all limited to just one role.