j1lLFaN:
Well, the force field move won’t catch a careful player. If they see your mag stand up, they’ll probably be expecting a tri jump or some attack that hits high. So they’ll block. While they’re blocking, Mag is still recovering from the move. Once they realize that, they’ll punish you badly. So it doesn’t change much, would only catch careless players. Random note: If it’s timed correctly, it WILL stop a headcrush.
ThE CRoW:
The KBA misses around 1/8th of the time (or so I believe). When that does happen, she misses the bodyslam that finishes (and deals most of the damage) the super. The opponent will get up and be able to act again before Cammy hits the ground. It’s not really that big of a deal - it’s just that it can happen at a most unfortunate time, i.e. a game-winning super. To sum it all up, it’s not something that will totally fuck your gameplan over, but it’ll come in once inna while.
TrueSephiroth:
First, reach into your mind, and take the concept of constant in your face rushdown out of there. Magneto is a heavy offense character, that is granted. But a lot of new players seem to think that they should be on the offense with him 24/7. Bzzzt. Wrong. When you get an opportunity to land that hit, take it. But never try to randomly make something happen, that’s how you lose Magneto in 10 seconds. As MSP, you can dash in and c.lk + psy, c.lk. Simple, yes, but I’ve seen hella people around here try to fuckin tri jump all day rather than doing that. It’s just… 
Anyway, tri jumping is best used when your opponent is already in blockstun, that way they can’t call an assist or retaliate while you’re hopping around. You mentioned you can only tri-jump with Storm - Magneto is pretty much the same thing, just practice. Learn when to use which attack for a certain situation. For instance, trying to use lk’s on Sentinel rarely work well. Use rh’s or fp’s. Etc.
To sum it up - Rush safely with Magneto. You don’t want to tri jump over and over. Dash in, c.lk + psy, lk. They block it? Now you have a couple options. Most will expect you to tri jump right after. You can try your luck and delay, then c.lk again. Or you can mix it up with double or even triple tri jumps. Mix up your sj tri jumps with normal tri jumps - some players look for the sj splash as an indicator when to block high. And never forget to throw a crossup tri jump in there. But I digress. Start with the basics, THEN try the crossups or double/triple tri-jumps.
Sample: c.lk + psy, c.lk (blocked) tri jump (hit), 2nd tri-jump -> combo.
Sample 2: c.lk + psy, c.lk (blocked) slight delay, c.lk + psy, c.lk.
The list can go on and on, but mixing it up is how you get good with Magneto. Sorry if I ranted on too long.
I think I answered your question somewhere in there though. =]