it depends on how you use her and how your opponent is playing/which character is using. Her throws are quite terrible though.
That's how I see her, comparing her to Pyrrha Ω
Ok, so, what do you do mixup wise against someone turtling and holding guard while buffering throw breaks? I see pretty much no reason ever to block low against Pyrrha. I don't care about being hit by 2K/1K enough to risk eatting her much better mids. 1K is only dangerous on counter hit, otherwise its just minor chip damage and disadvantage for her. Her other lows are reactable and punishable (1A, 236AA, 4AA, 44KA (44K and its followups all lose to i11 AA's), 11A (11A is only good on counter hit, but, its slow and 1K is generally better on counter hit barring 11AA CH ring-out/wall combos) ) or insanely slow (22kK, quake stun shenanigans [though that perfect borderline range where 8B+K is ambigous between hitting mid and hitting the quake stun would be good if it wasn't slow enough for you to be smacked out of it anyways]).
Throws are essentially 50-50 and easy to buffer in the breaks for (plus every character has the throw mixup anyways, making it nothing special to Pyrrha). Her only frame advantage on block moves are her easily just guarded brave edges (discounting 4B/WR K at +0, 4B is asking to be ducked & punished and WR K isn't really practical from standing). Then her low kicks and throws have fairly limited range too.
Or even worse, what do you do mixup wise against someone who spaces you out where none of your moves (much less your lows/throws) have a chance of connecting beyond CE?
So your mixup options are really more just reverse mixups trying to get your opponent to whiff, be it via back step, side step, 22K, 3A+B, or whatever side-step/tc/tj/fast move you want to do. This she does quite good at.
Pressure-wise, if you just hit your opponent and don't get a knockdown, there's little reason for your opponent to do anything but block (or attempt to reverse mixup you). As your mids/highs will all be disadvantage on block, and your 1K is just going to be an unscary natural hit. If you throw, well, that's no better pressure than any other character in the game, virtually anyone can BB throw if they want to. The knockdown is really what you need to get pressure going. Even with a knockdown, someone like Nightmare is far scarier to try to wake up against. The reverse mixups at disadvantage are a form of pressure on block, but, that is risky and not as good as say Patroklos' 1K pressure.
Yes you can pressure the heck out of anyone who doesn't know about frames by just counter hitting them over and over and over again (heck you can perfect some people with nothing but repeated 66A counter hits before they clue in that they shouldn't just be mashing attack buttons). But this is pure ignorance of the game system, not a strength of the character.
Now, her throws are by no means terrible as you say. 66A+G and B+G both do comparable damage, thus there's no reason for you or your opponent to favor doing/breaking one, so they are more or less a 50-50 which is good. Her right side throw does a ton of damage, her back throw can ring out (though the angle required makes that really rare). They both leave your opponent right next to you on the ground, where you can apply some really good pressure and get in some 1K/mid mixups (yes that does sorta contradict my above rant against her mixups, but, see the knockdown for pressure). Sure her A+G throw is lackluster, but, 66A+G makes it pointless to do anyways.
Has anyone ever had much luck with 6BK? On paper it seems decent, as 6B by itself is +2 on hit, so you can BB or something to get anyone trying to mindlessly block/jump the low. I always forget that this move even exists. But since its only a combo on counter hit, I'd rather counter hit fish with 1K. But since 6BK is just a poke and neutral on hit, it doesn't frighten me. Plus 6B has a unique starting animation, so, a trained opponent would be watching for the low after being hit by it.