EZRotate stopped using it's own inbuilt Vectors a few updates ago as far as I know, I have an old version I scabbed from a mate when he decided to get out of IT, I think it's version 4.0(thats what the docs say anyway)... In the DOCS it says that you should declare and use the DirectX Vectors, matrices and quaternions...
You can instance the dx object as follows :
D3DXVECTOR3 Vector;
D3DXMATRIX Matrix;
D3DXQUATERNION Quatern;
Also, the functions that are inside EX-Rotate that relate to those types now return and take as arguments, those types, instead of the old EZRo ones, so it will be nessecary to go through your code and change over all of your vectors/matrices and quats...
A couple of function defs as example from the header :
D3DXMATRIX EZro_RotateTo(D3DXMATRIX RotMatrix, D3DXVECTOR3 Coord, float angle, int axis);
//Turn Pitch To:
D3DXMATRIX EZro_TurnPitchTo(D3DXMATRIX RotMatrix, D3DXVECTOR3 Coord, float angle);
//Turn To:
D3DXMATRIX EZro_TurnTo(D3DXMATRIX RotMatrix, D3DXVECTOR3 Coord, float angle);
//Pitch To:
D3DXMATRIX EZro_PitchTo(D3DXMATRIX RotMatrix, D3DXVECTOR3 Coord, float angle);
EDIT : Your first Error in your post is caused by a typo, the missing semi-colon could also cause the 2 following it, but they could also be attributed to the missing EZRo vectors etc... All of the other errors are related to the missing EZRo vectors etc and so when you fix the typo and change the vectors/matrices etc over your code should compile.
If it ain't broke.... DONT FIX IT !!!