Tips from a scrub
If things did not change too much, you should be able to win by throwing hadoukens, SRK’ening his jump ins when they are close, using cr.str when he jumps forward and tries to hit you with the tip of his foot (forward of roundhouse aerial kicks), often trying a cross-up roundhouse or tatsu, often crossing up or not (he will have to guess), and trying safe jumps with forward (not sure how easy it is to time it with the faster speed). Towards + fierce lets you advance fast and throw another fireball or fake (now a real move, if you don want to tap down and hit strong), keeping the pressure at him.
If kara-canceling jab into any hadoukens still makes them all behave like the jab version, in terms of recovery time, try to do it. Even if you hit jab too fast and don’t kara at all, you still get the same longer recovery. If it does work, it is much harder for Guile to react and punish you with his jumping attacks and damaging comboes (the perfect distance for you is exactly the one he can also hit you bad with comboes: at least he can not fake an attack and grap you after a whiffed SRK). Anyway, if yourself can not predict which version you will get, neither will the enemy when trying to jump over them, would he or she miss the timing of his sonic booms or not have a charge ready.
Guile is vulnerable to the old CPS-1 corner traps, even though the timing and distance will be much more strict for, e.g., jab, jab, fierce traps. If he allows himself to be cornered, he can be made to suffer that way. I am unsure, however, of how important Guile’s new roundhouse flash kick is in that situation.
Guiles who are too happy with the backfist hadouken punishment and keep advancing too much with back+short can be greeted with jumping kicks and tatsus.
Back on the crossup roundhouse: you can throw him right after that. Or use cr.str and another attack due to frame advantage. Or, also, throw after c.str or jab. He will have to guess, which will give you opportunities such as not grabbing at all and landing cr.frw xx red hadouken for yet another knockdown and yet another mind games/hadouken traps. A number of players are vulnerable to towards+strong after crossups, while others basically never get caught by those. Knowing the enemy or identifying this possible weakness/strength can get you either guaranteed damage+knockdown or avoid mind games you will always lose.