Sounds like either some more training room time is required(not constantly, just say a 15 minute warmup before you go online?) or online is just manhandling you(lord knows some of the odd inputs I’ve come across online, it’s mind boggling O.o)
Getting thrown and jumped on online are some of my greatest pet peeves, I hate throw teching and still getting thrown online, fortunately I do still get them most of the time. And dumb jumpins? God I hate when people get away with them online because the AA normal timing got delayed and get rewarded with a full jumpin. But thats online and that happens, nothing you can teach yourself about except trying to figure out how delayed it is and just being that much sooner.
Goukens normals though are very good, just situational(their great weakness is lack of hit/blockstun, so no strong frame traps or block strings or links). Vs jumpins you’ve got c.HP(the most reliable one versus those guys that jump 8 times in a row just hoping online will finally make you mistime or something :S), c.MK(for vertain odd moves), far.MK(for those trying to jump out of reach of c.HP, usually Giefs), close HK(for those kens that do c.LP c.LP crossup j.LK all day long when next to you or similar). The beauty of AA normals is they make people want to push buttons to beat them(except the just out of reach jumps) and that’s when High Counter really begins to shine.
Theres much more to his normals than this, but those are essential vs the jumpers jumpers of online -.- Also if you can his tatsus a great antiair, but it forces you to stand neutral
This however will beat 90% of all those jumpins online as people are like: This dude has no SRK? Screw it Imma jumping! Tatsu teaches them to stop doing that very quickly, and trade leads into ultra 
Gouken flip is a diffcult tool and AE is going to improve it greatly. First thing to learn is to never do empty flips unless you’re 95% certain they are doing something you will catch(seriously the amount of times other Goukens try it on me I just j.MP them right out of it, you’ve got an hour to react to it).
Using it off a poke is risky but you need to figure out how you’re opponent reacts to it and potentially use it, I use this a lot vs players that don’t know and nearly never against those that do.
I like the reset one and there are plenty of topics going into better depth than I will, but know it takes training room time, practice in the field and reading your opponent to get the most out of this move. Just keep a stiff upper lip 
Changing to stick was the best decision I ever made. If it’s best for you, I simply don’t know. There are some great pad players out there so there is no overall best tool, it’s just what you use best. If you’ve never used stick before, it’ll be very difficult at start, but know it will get better eventually 
Again this is preference. I myself actually use several depending on the situation.
me in downback: I use db, d, db +p/k to kongo
me walking back: I use b, db, b +p/k to kongo
me doing anything else: I use b, d, db to kongo
Theres also the b,f,b +p/k shortcut glitch which is annoying as hell and has given me many an unwanted kongo -.- Find out which methods you prefer.
As far as I know this is the right forum(it’s labeled Gouken and everything^^), but try to read all the wonderful topics filled to the brim with the Gouken technology. Don’t try everything at once, pick something, try it out online repeatedly, when satisfied go to the next. Gouken takes a lot of work, but he has one of the biggest toolboxes in the game, which sadly leads to all of them having lacking frame data, but good reactions + predictions(my playstyle focus and not the only way to play the old man) take the old man crazy places 
Hmmm looking it over I soooooooooooo want to TL;DR myself XD