Well, yeah. One of the things about Sadira is that her air combos don’t do very much damage unless she does something that is reactable, like hit you twice (medium break) or send you skyward again with fang (heavy break). Otherwise, the air hits are mostly about building PD so the next opening hits harder. Save your mental stack for stopping the next offensive sequence - don’t worry about grasping at straws on mostly low-stakes post-launch stuff. If she gets cute with a relaunch or target combo then respond accordingly, but don’t sweat a lot of the other stuff. She can cash out her juggles sure, but even those are generally less damage than she could’ve gotten by more standard means (and removes a wakeup resource from her to boot).
Putting an instinct web out while being hit? That’s worth getting mad at. Difficult to break Sadira juggles? Not so much IMO. Rash’s are a lot tougher and lead to worse setups. Cinder’s are more dangerous overall due to high cash out in a lot of situations. Eyedol in instinct has stuff that you literally cannot see because he’s put so much nonsense on the screen. :-p
Again, none of this is meant in an adversarial way - it’s just how I look at it. Sadira’s juggles aren’t super high-stakes most of the time, and on the whole are a lot easier to “see” and get a read on than the other heavy jugglers of the cast. Characters who are also often better in the neutral than Sadie as well. As a prominent streamer used to say (shriek, really ) - “she needs it!”