My 3AM advice; I might have missed your real question:
It matters very much where you are airthrowing from:
If you are airthrowing at the wall and landing right next to the opponent, there is a set of options different from if you are airthrowing after a crossup jc airdash and landing about the range of 2b away.
To clarify, crossup jc airdash would be when you jc the opponent away from the wall, airdash after him, and throw him back into the corner. This is the safer setup.
If you're landing next to them, having ex crows out is effectively largely the same as having nothing at all in terms of your options; it just worries the opponent because he will take extra damage from a throw and he will be more inclined to expect you to throw because of this if he is inexperienced. And yes, if he stands unblocking in front of the crows doing something, he may get hit.
You have the basic option of meaty or throw, and you have to watch out for DP's and heats if you are going for either. As a meaty, 5b is the fastest and allows you to delay as much as possible before revealing your intention. If you expect a DP, just block and punish. If you expect heat, avoid it and punish.
It's simple rock-paper-scissors at this range. If you guess that the opponent is not going to attack, you can use summons. Some long range ex attacks with teleports will get you on reaction, so you just have to be safe if the opponent has enough meter. Summon setups at this range are not very complicated; they're just like normal pressure. A deer or snake followed by aggression or, if you expect the opponent to block, more summons which can begin a serious summon setup. At that range, an A deer would be very unreliable unless you know it will turn around and hit. In all likelihood though, if you don't throw then you will end up in a normal corner pressure situation. Anything you could do after not throwing you could have done without the crows anyway.
Be aware of people who try to ex shield, jump and shield, chicken jump, etc. If you can't punish, bring out more summons to make the ground dangerous and force the opponent to stay airborne. Use your ground to air while aware that you may be ex shielded especially if the opponent knows he can only avoid getting hit by shielding. Of course, you can go airborne if you think it's right.
Regarding the faraway ex crows setups:
Use your imagination. At this distance, you can use a meaty to keep them from escaping the ex crows and still have time to put up another summon such as B crow in a matter of time so that the opponent will be under continuous attack. With a second summon approaching the opponent, you could be using a third summon or, more likely, moving forwards while covering the opponent's air escape/attack route. If he doesn't aggress, he'll be in blockstun as you land. If you time correctly, you can end up right next to the opponent with a third summon keeping him blocking while you put out something right next to him. Now you have something nasty for him to think about while you're right next to him ready to throw or hit. Of course, this sequence should be broken at any time if the opponent tries to escape; his options will be limited by having summons all over the place and you should be able to punish. Until the opponent is in blockstun, however, you still have to be wary of long range DP's.
Faraway ex crows setup is one of the few Nero pressure/mixup options that does not have gaping, punishable holes in it. If you time properly, your summons will keep you as safe as if you were a character who could actually keep an opponent safely in blockstun.
The difference in pressure between the two setups is enormous. In the former, you just have extra damage and an air buffer. In the latter, summons are blocking many of the opponent's routes and leaving only one or two options at any given time. This means you have less things to worry about while he has more to worry about as he tries to choose the correct course of action. If you get something next to him, you have one of Nero's scariest situations. The opponent can be thrown at any time, but if he tries to attack, jump, or counterthrow he not only has to worry about the possibility of a meaty, but also the summon hitting him.
To exemplify the pressure, if locked down by an ex deer with Nero right next to him, an opponent is pressured at each charge by the deer. After blocking one deer strike, there is a small window in which Nero can throw, meaty, or defend. The opponent will get owned if he is left open while doing something and gets hit by the deer, will get owned if he tries to do something and the Nero meaties, and will take a 2k+ dmg throw if he gets thrown. If he gets hitconfirmed, he takes Nero's most damaging combos which are in combination with the deer. In the case of just having ex crows above his head and Nero next to him as in close range ex crow setup, none of these factors are present.
The thing about the faraway ex crow setups is that the opponent will most likely try to escape at some point and you have a large advantage against him. In the case that he decides to just defend, you end up with close range, summon assisted pressure assuming you didn't break into a high/low mixup or just decide to throw at some point in the setup, which is another option.
Idk how useful, accurate, or coherent this is but it's something i guess. other, more qualified people will probably help more.