This is my personal experience with Rose, so take it with a huge grain of salt. Online has been full of Rose lately, but gradually this match has gotten better.
For one, against Rose, RTSD. You’re better off rushing her down than laming her out. She wins the lame game. Soul absorbs and soul reflects give her a boatload of meter. And you don’t want to deal with a Rose with a lot of meter. The best strat I learn is to stay around mid range, preferably outside of slide range. This way random slides can be beat my cr.mk and it will force her to jump. st.HP is good for her jump ins as well as early cr.HP.
I try to focus backdash slides alot, but sometimes she can tag you with soul spiral. My goal in this match is to back her up into the corner. I pretty much walk her down, match her soul sparks when I can, and neutral jump them. Having an EX sonic boom in the pocket works too in the zoning war. If Rose back dash a lot, getting her to the corner is easy (tons or Rose players abuse her backdash). Rose will generally try to jump at you, slide or soul spiral to regain and distance she lose from backdashing. It’s a guess on her part (at least partially). Either stay in a defensive crouch and try to punish anything she does on reaction, or neutral jump (way more risky IMO, but has really good rewards).
Once in the corner, then the fun can begin. you can pretty much take her on a trip to frame trap city. Rose wakeup outside of U2 is garbage, so take as much free damage as you can. When she has meter, sit outside of her sweep range and be careful. Some Rose’s will try to wakeup soul spiral, but it’s a free as hell punish on block. My personal strat when she gets U2, haul ass out of the corner. If she jumps FK her. Or just force her to run into you and block her orbs. Of cource cr.mk works if you can find an opening.
Take advantage if her low health in this matchup. If you find yourself on the receiving end of her pressure, just block. DO NOT CROUCH TECH. Rose has frametraps for days. Trying to crouch tech her will make an unhappy Guile.
In my personal opinion, this match is 5-5. Rose takes away some crucial elements of Guile's game, but if Guile has smart spacing, he can back Rose into the corner. This is also one of the few matches where Guile's pressure is very reliable. Just be smart in your offense and watch out for u2. In an ideal situation in this match, you want to have her close to the corner before she activate u2. Her u2 is going to force you to lose some ground (or take a lot of damage), so make sure you don't back yourself into a corner trying to get away from her.
Airthrows, st.hp, and early cr.hps are so good for her AAs. Remember to keep her honest at all cost, and don’t jump at her much unless you see a badly spaced fireball from her end. Her AA game is annoying, including AA slides.