Yep. Indiscriminate zoning gets you punished bad and it's rough. The corner combos are super sick for Naoto but relying on them for damage output is just not a good idea. it's great when you get it though but you really need to make hits count as the match goes on. Picking up combos off traps is pretty key for example and I don't see that done often. I've been trying to get it myself though been a bit unlucky with it from mid-screen.
Delayed 2C is really good as a mindgame on folks that you get flustered. If they eat the 3 hits, you can extend your combo a bit for some damage which is pretty tasty.
Yeah, it's easy to get IAD combo's off the traps in training mode but I'll need some time before I can do it reliably in a real game.
The corner to corner trap combo I use is this.
214D(hit). 5C>IAD>5A>5C>land>5C>236B-D>66>5C>IAD>5B>5C>land>236B-D.
After that you should be in the opposite corner and can do whatever.
I like to end some corner combo's with the opponent in the air so I can go for a grab when they come back down from recovering. If I manage to get a hit I can put a trap on the way down for more shenanigans.
I find that with Naoto's speed you can do a lot of crazy stuff really quickly and just confuse people.
There's also being able to cancel most things into a trap and the 5A>214D semi loop in the corner but I've only seen that done in arcade matches. That's something I want to try in a real game eventually.
There's also sweeping and laying a trap down followed by using evasive action to get to the other side providing you time it right. Best case scenario is they attack on wakeup so I get a counter hit on the opposite side and can push them into the trap for another combo.