IMO Batgirl's zoning is actually super mild. Her main tool, BF1 AKA Bola, is a + on block, free combo on hit mid, but it's slow as balls and does about .8% of chip. Her only other zoning is a high Batarang you can duck and dash. It's true you can't really jump because of WW's high arc and BG's teleport, but that's not important, what is important is once you're in mid-range, which is honestly easy to get to, you have control of the match, BG's b+1 is her only strong footsie tool and it's not that impressive.
Batgirl's offense up close looks scary, but if you block basically any of her into-combo strings and specials, you gain momentum; and trust me, her defensive options standing are very weak. Bad backdash, slow d+1, no parry/armor of sorts. Even her +1 on block BF3 (which is hella slow, if done in most of her strings you can d+1 her for free into a combo) doesn't give her anything, just retaliate with d+1 and she can't stop it unless she does an extremely unsafe Flying Bat aka non-invincible Shoryuken.
All her wake-up attacks are unsafe, BTW. Teleport, free punish. Uppercut, free punish. Cartwheel, low and overhead are unsafe on block regardless of what in-game frame data says; the high ender is + on block but can be ducked. Basically blocking low punishes two of her three options, and blocking high really punishes the third. It can be scary to attack her on wake-up, but the risk vs. reward is definitely in WW's favor since she can't make any of it safe with meter.
IMO, this chick is only really scary if she's actively hitting you and looping into her standing reset, which is an unfuzziable 50/50. Sucks to get into, but that's the whole reason she's strong, not her YOLO teleport.