Yes! More frames to test! I should've looked here sooner. Thank you Enkindu, also have you tried A+K in the slide input?
iCR B+K is at least -30 into BCR (well its never been good), there's nothing useful from this, not even any new tech traps although there might be some interesting wake-up situations I failed to come across.
When I tested iCR Throw it seems to be slower than i30, I can't setup a good clash so I can't figure out the speed exactly. This move can work but would be better in my opinion while spacing instead of in frame traps and I find it harder to execute iCR attacks from neutral. Despite it's slow speed, iCR Throw has quick recovery so it will be difficult to punish on whiff, not something you want to mess up when you need it. Though it appears to be just as effective as regular CR Throw (at least online), so not a priority.
iCR A+B is i19 so depending on how familiar you are with it, it can be used as a poke and is great in frame traps. iCR attacks are easier to buffer out of previous attacks like AA for example. iCR A+B can then be used to catch backstep at least at +0 in frame traps. It also has better ring-out potential since there aren't any immediate tells, but if the opponent guesses you will hit low they will block it anyway and CR A+B is super unsafe on block. It can also be stepped out of most frame traps and is very much punishable on whiff, so its important not to be too obvious with it. iCR A+B is still sure to hit a thinking opponent before they execute their plan as it comes out of the blue with a strong low hit.
Try tech crouching out of certain attack strings, or neutral attacks which you anticipate will be high with iCR B+K, then punish with WR B. That's how I am using it. The real bonus here is the shed of frames getting into iBCR.
Is it possible to test if the tech crouch frames are any better if you do this glitch instead of it's 236 counter-part? I feel like there might be a quicker entrance into TC, but I don't know how to test this, nor time to learn.