i play random.
you have to run around and/or fight with workers until your first unit is out. then you use workers to block/fight the lings from getting to your marine. sometimes he dies, but usually they've lost a good amount of lings as well. your 2nd marine should be out to finish the remaining lings.
by then, you'll have economic advantage and your counter attack will easily wipe him out.
Your contradicting yourself. The workers you use for fighting the lings are the ones the 6-poolers sacrificed for his 6-pool. Some of them will die. In the end you won't be off much better economically.
And again, if the 6 pooler just runs in the middle of your probes, and does nothing else it's easy to deal with it. but if he micros his lings, gg. Also he will follow up with 6 more and so on.
Show me a rep of such a game were you (or any other person) actually did that against a well-done 6-pool without a wall-off.
Scouting after 9 is hardly that late on any 2 player map. Their pool may be done, but even playing standard, 12 gate, 14 core, you will be able to get the zealot out in time. If you really feel that it is such a big risk, then send an early probe. 6 pools are incredibly obvious, if no 6 pool, play standard.
Btw, top zerg players in korea are actually complaining more about PvZ than TvZ.
IMHO you don't have enough time at least on certain maps to get the zealot out. now after the patch this is even more problematic.
My point is, that you're solution forces me to build in a retarded way. Such a wall of will be a big disadvantage because your buildings block the space were your stalkers could be shooting the enemy (probably roaches) on the ramp.
Also you must wall-off before you even know if it is coming or not. So scouting does not really help. -> you are forced to play a certain way just because the opponent is zerg.
Also note that placing the buildings correctly isn't that easy as it sounds.
The only thing I complain about PvZ is 6-pool. Else I would agree. Zerg seems to be the easiest to beat.