I am not used to it either. I try to do a weak utilt or dtilt into a strong Shoryuken, but I either do it too slow or I get a Hadoken. It seems like recovering high with a Tatsumaki would be really easy to punish.
It might be, but as long as you keep mixing things up it's a nice tool to have. Doing it right after a jump gives you a lot of extra height, even though I've found that doing it from the ground is too hard for me with the SF motion (I get more air if I do it with forward B, since it comes out as soon as Ryu begins to jump).
If you want, we could play a couple of lab matches to try out tatsus in different situations and see how useful they can be. We could also try and see just how much value we can get out of crumples.
Also, I really like how you can even FADC in the air. It looks like a really good option for Ryu, both for fake outs and for tanking the first hit with the FA and moving in for a punish afterwards.
On an unrelated topic, I think I didn't get to play against your Luigi at all using Roy, did I (maybe for a match, I think)? Using the character you're the most comfortable of would probably allow you to focus not on trying stuff out, but rather on noticing patterns and things you could exploit from Roy players.
I also hate it when I get a handicap simply be virtue of catching people off-guard with my characters. While I do get that they just aren't used to my options and all, I feel like winning like that isn't all that great.