Being able to clank with Wolf's laser in 3.02 didn't stop him from stacking lasers, choking you out to the edge of the stage repeatedly, and punishing any attempt at swatting lasers. The clankability on 3.02 laser would not have stopped it from being potent. It would have had one more way to attempt to stop ZSS from lasering and controlling the entire stage for free, but it's not like you have disjoints or something to punish someone easily for trying to hit your laser.
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Shokio
all of your examples are severely flawed.
EX 1) attacking oos.
ZSS blaster has 9 frames of shield stun. If Fox, the character with the fastest jumpsquat and fastest nair, tried to attack oos, you would still have 17 frames to pressure before his attack comes out, meaning you hit him, hit his shield, or GRAB which is only 16 frames in 3.02. Doing a frame perfect shine out of shield makes ZSS able to have a whopping 13 frames still to be at complete advantage in neutral running around while your opponent is in shield stun/move startup. Charizard should never be able to jump OOS, grab OOS, or upB OOS after blocking the laser if your approach was correct.
EX 2) Jump to a platform.
Positional advantage is huge. It is even more prevalent if characters do not have insane ways to move around the stage or recover from anywhere if they do get hit from up there. With all of the nerfs to burst movement and recoveries in 3.5, the amount that ZSS gets off of positional advantage is absurd. Platforms are not safe when standing upB hits the top platform of Dreamland and Battlefield. Giving characters that can abuse that positional advantage as well as say ZSS or Marth a way to continually force your opponent to go to platform is potentially too strong.
EX 3) Jump and intercept.
Attacking ZSS in the startup of blaster is possibly the only actual counterplay it had at a 20 frame startup. However, it does not deal with the core problems of the dash cancel on blaster. The counterplay you listed becomes, don't let your opponent use this move. That is not very likely to happen in a competitive setting, especially on a move that is integral to a character's success. In the case of trying to read ZSS running in and approaching, and thus trying to stuff the approach by jumping over the laser, well that is a horrible idea. Let's use Denti as an example since you linked a video of him. Denti sees you laser, sees you dash cancel, and jumps to fair over the laser. Getting hit by that just means your approach is very predictable. All you would have to do is dash cancel, jump backwards, fire another laser, dash cancel, and suddenly Denti is either eating a laser and free approach or he has to shield a laser and deal with massive frame advantage. This is not counterplay. This is making a read against a move with no commitment where the answer to the "counterplay" is to just do the same scenario again until it works.
EX 4) Dodging.
If the only possible way to deal with Dash cancel is to put yourself into 30+ frames of lag and a free punish scenario against a character not committing to any option, then that sounds like a horrible option.