Thanks! There are so many more recovery options.The best option for any move is always situation dependent. If you were looking to keep pressure on an aerial retreating opponent with good air momentum after something like an uair or uthrow, yes shoulder jab has the most knockback of all front facing jab headers and thus the highest arc and longest active frames. However in a situation where you might want to approach a grounded opponent, using jab 1's lower hit will give you a better angle to thwart short hops.
As Lakuto said, airdodging is something around 22 frames so we can't lock anyone in footstools, but one is typically more than enough to setup 2 frame punishes or simply follow them while buffering another footstool in case they panic jump.
Yes! The windbox on WFT's SS is damage/rage dependent so you can reliably push lesser recoveries away from snapping the ledge by jumping or standing with it active where they are. There might be others but I can vouch for having tested Cloud recovering high, and all teleport recoveries coming in from low or stage level as vulnerable to this. Little Mac is of course a given here.
Unfortunately Fair is only active for 7 of it's 46 frames, so challenging opponents are unlikely to get hit by anything lingering. However, because it autocancels after frame 25 it does make an absurdly good OoS bait and decent aerial footsies bait. For jumping back onto the stage, I'd recommend wall jump bairs/fairs, jumping airdodge bairs, wavebounce ss' and stage clipping ss'.
I think the Fair thing only semi-worked because I play (without being disrespectful) mind games so they probably got confused by me just jumping on the stage.