I should note, now that my PS3 is down, I just make topics like these to have discussions about the game that I can't play while my console is getting fixed, so I figured I talk about this.
I know that a lot of people, who play this game, and who don't like this game, say that this game is zone-heavy, and I can actually see why, but after playing this game for a while, I really can't agree with them, even if I can see why one would think that.
This game has so many teleporters, too much for it to be considered "Zone-friendly" (Note I am using the term "Zone" very loosely, rather then the actual meaning of controlling space), and on top of that, there are characters who can air dash too, which makes getting in easier.
But even with characters that don't have these built in tools, zoning, I don't think, is that powerful, and even if a character don't have an air dash or a teleport, there are so many other tools to get in. Interactables can easily stop a zoner if they start to pattern play. Not to mention, some interactables, like the one in the middle of Atlantis, lets you zip line right up to them. You can also meter burn cancel B3 if you have the meter to spend, and also, since building up meter for most of the cast is so easy, I say it's a viable way to get in.
And if you are playing a character that can't throw interactables, can't teleport, can't air dash, and can't build meter easily, and aren't playing in a stage like Atlantis or the Great Hall with the teleporting interactable on the left side, the tried and true method of block and dashing is always available, and if that method isn't working, then obviously, either you are messing up, or they are doing something right, like playing mind games, setting ranged frame traps (I know there is one for Raven, but could be more) or all of the above.
With all that, I really don't think it's accurate to say that this game is zone friendly. I will admit, that this game, like every other fighting game, has different fundamentals that you have to get used to, and I think to a lot of people, different fundamentals, which they are not used to, especially if you came from the Street Fighter community, might make it feel that it's a problem with the game, since it is unfamiliar.
All in all, I don't think this game is that zone friendly, if you take the time to get used to all the mechanics this game has. That being said, there are some elements of this game that help zoners, and I think those get highlighted a lot, mainly from people who don't like this game.
That is all, making these rants, or whatever you want to call it, is the closest thing I have to playing this game while my PS3 is down, so feel free to disagree or agree. I also had a thing to say about anti-airs and wake ups in this game, since people who aren't fans of this game like to point those out, but my wall of text is big enough so I might as well save that for the next time my PS3 is down.
Victory does not just mean that I must succeed, but that others must fail
Most of the counters to zoning you suggested aren't very good options.
The pipe in Atlantis is poop and you'll get knocked off it.
Air dashes will only work on certain characters. For example, against Deathstroke, he will air gun shot an opponent that air dashes.
Interactables aren't too good for counter zoning, you'll most likely be hit out of the animation by the projectile.
Meter burning to get in on zoning is a huge waste of meter. Canceling your MB to get through one projectile is not even close to worth it.
Dash blocking is the best option. Patience is very important against zoning.
Teleporters don't always have an advantage against zoners. A smart zoner will read your teleport and punish you.
In my opinion, I think 'zone-friendly' is the wrong term. That term will only be used by people that don't know how to get in. Zoning is good in this game simply because of the slow walk speed and having to commit to your dash.