I can only offer some advice that tends to work for me in your specific examples given. For Erron Black's dropkick, it's pretty much a 50/50 mix after you get hit by it once. The option I usually take is to just keep stand blocking until the EB commits to something, if it's the slide I feel that you're better off taking that than the KB off the mid, since you will get your plethora off wake up options after you get knocked down.
As for the other issues you are having, they seem to be just complaints floating in the ether with nothing to pin them down for actual advice. There are punishments for getting blocked IF the attacker commits to an unsafe or flawless blockable string, but it's (MOSTLY, some characters are granted fully bullshit) fair for the attacker to employ strings that are safe for pressure.
Sheeva's stomp only takes practice to dodge, unless they read your dodge with V1. Just wait for the screen to shift positions and back or forward dash. Every character in the game can get out of the telestomp this way, and if the Sheeva player is just spamming it then you will come out ahead on trades by just being able to dodge one of them, since you can full combo punish very easily after dashing it. And idk about defensive options being weak, I think most people agree that being knocked to the ground is almost more advantageous than knocking someone to the ground considering you have like a hundred wakeup options in this game.