Just train yourself to do regular j.C > land > 66 > 5B in CT. You can do this constantly on the training dummy using her 2D~B to quickly switch sides and keep doing it until your execution improves. At the beginning you'll probably be mashing 6 to find the right timing, to avoid doing a 6B pull stick on 4 when you're going to do the 5B (4B = 5B for Tao, doesn't make a difference) then 6A. This is just to adjust your rhythm and prevent mashing, once your muscle-memory learns it you won't need that trick.
I've only watched the first vid (I'll watch the others later, I'm on break, damn uni exams ). You lost almost all of the aerial battles for one plain simple reason: when you're jumping next to the opponent unless you do a meaty j.C out of his range you'll always lose against the air jabs, and that's natural because j.C, as good as it may be, is a poke tool hence the "long" startup. You need to use more Tao's j.A everytime you and your opponent jump close to each other, j.C is only viable if you are approaching from the distance or in air-to-ground situations (and in that aspect j.B now is actually better).
You'll notice this yourself if you watch these vids again. In plenty of situations you dashed in and attempted a j.C when you were in his airjab range, obviously being countered. So you either preemptively do a j.C out of his range (and this will require you to have grasp of the distance, the opponent's range and his mobility) or if you're close just j.A. Who cares if j.A prorates badly, you have to avoid eating an air CH (especially in the air, just think if you were versus a Litchi rather than a Carl, all those situations would have turned into free 4K combos against you).
One more thing: if you rely too much on 5B > 6A the opponent will adapt too fast to your blockstring, afterall you don't have plenty of options after a blocked 6A. When you jump cancel a blocked 6A don't be in a hurry to get in: do a double jump to bait if you think the opponent is mashing a reversal, or jump back and then dash->airgrab or dash j.A/j.C (again depending on who's the opponent, range etc) if they're jumping away. You can't play risky until you condition the opponent on not being too carefree, and the proper way to achieve it is to use her mobility and make them whiff all you can whenever they're carelessly mashing a normal or a reversal inbetween the holes of Tao's offensive game. If you keep them honest you'll have an easier time mixing up risky stuff (6C, 236C, 5D~B, etc). This is a general rule, and of course depending on the matchup and the opponent things may vary but it's important to know that you can't rushdown mindlessly, if the opponent reads your blockstring it's ok just use her mobility and her jumps to retaliate for a second and create one more opening.