For anti-airs I actually have quite a bit of success with early uppercut? I often at least score a trade if I do it early enough.
There are times when I can't do an uppercut, or go air-to-air, etc, but then I have EX moves. I know I won't always have meter, but I would dare say that Goro may actually be advantaged in this area compared to a lot of characters? Having EX versions of punchwalk, telestomp, and shokan grab feels like I can have an answer for anything. For example, if I can see them try to bait one EX move I can hit with them with the other.
As for his walk, yes it's complete ass, but maybe we can get around this by (as silly as this sounds) not walking? His initial forward/back step,
before he goes into his slow walk, actually strikes me as amazing compared to other characters. By practicing not-walking - purposefully putting the stick in crouch/neutral or lightly tapping block to reset the initial step animation - I know that I definitely feel a lot more mobile! I'm finding the back step in particular really fun to play with because it's so huge.
Which brings me back to anti-airs. Quickly back stepping to avoid the air attack and then doing a tripguard anti-air (or combo!) is probably my favorite thing to do right now. Especially when people get jumpy because of the ground pounds.
Overall I know that Goro doesn't have easy answers in every situation like some other characters, but I don't think it's nearly as dire as some make it out to be. I actually think Goro is fairly decent, and while I may be wrong on this assessment (I will freely admit that I am an MK noob), I'd rather talk about exploring how to use the tools he already has instead of lamenting on how he should have better ones.