This is the result of theory fighting over several hours because I had nothing better to do.
I have been messing with RF zoning more and more and have come to the conclusion that while this character doesn't really have patterns where there aren't obvious holes (but it's still early so with proper research and team composition there might well be and I probably sound like an idiot) but what she has are different sequences that cover different parts of the screen differently (these probably sound like the same thing to some people so again I probably sound like an idiot).
In quite a few matchups you can do really well not having to cover the upper part of the screen since outside of Fortune and Valentine, no other character can really threaten Robo Fortune from that high up. This makes a lot of assist based sequences hard to deal with. For example I can do
j.HP call Filia
From here I can either M or H air beam if I expect people to jump to avoid the assist, double jump forward L beam to put a hitbox on top of them so they get hit for trying to hit the assist, or if they don't want to do anything I can simply land and as they are in block stun from the assist, call a head, which is mostly safe outside of against a few characters who can PBGC super (?).
Also I can choose to call the assist with a beam to vary the timing of the assist and how they are supposed to move. If they run into j.HP and I had called Filia I can confirm to an L Beam from where I can either spend a bar with magnet super and combo, or use the hits to get one head out, or two depending on the height that L Beam connected. With my team I also have the ability to confirm off of j.HP without having to call an assist beforehand or spend meter with beat extend but this seems much more rare to find in an assist and honestly I'm not sure which one is better because calling the lockdown assist with it does seem to cover more bases.
Also using lockdown/zoning assists such as hairball, copter (yes I think Robo Fortune actually can use copter to help zone) and hornet bomber allow Robo to gain heads in neutral when they are blocked, which is a godsend (this was made safer by removing 5 frames off the recovery of c.HK, thanks Mike!) especially since mine became a get off me.
If you have a hard read on a jump or a blind forward advance you have excellent tools to stop it, namely air to air j.LK , 2LP, L Danger if you're feeling lucky and air throw to stop air approaches (or run under them with Robo's godlike run speed lol) or j.HP (this normal is seriously godlike), lay down a mine (useful vs armoured approaches and armoured assist approaches), use Kamikaze and either approach yourself or stay back and look for them to jump over it and anti air that, or 9HK over them to avoid ground approaches.
Also when you get three (or two but three is better obv) heads and can safely call it, hidden missiles is truly amazing. It forces extremely varied reactions from people, some like to run ahead to hit you while others decide to brave it out and stay put. Both are great as the former has to deal with all of Robo Fortune's tools to stop blind approaches and now missiles are going to rain on them, and the latter allows you to summon heads and let assists recover so you can do it all again.