Nice explanation. An option that also might work well against people auto-side teching after a:B+K is 6 214A+B. Good damage, good oki.
Also, has anyone explored DGF cancel options in detail? The fact that it recovers in crouch is interesting. For instance, WRB will break an opponent flashing red, whereas FC B doesn't although they look the same. You might want to use FC B so you can iMCF a frame faster in that situation, or the WR B for the break / guard damage. Not sure if either option can be stepped - which would provide a chance to apply a throw mix-up or 6K. Also, 6B is good to cancel into for it's speed and frame advantage on hit. (edit: think WR B can be stepped to one side only, WR A to the opposite side. WR A might be better actually, i16 +6 on hit vs. WR B frames i15, +2).
Another thing I'm experimenting with at the moment is his spinning teleport 4B+K. Some great ring positioning reversal options. Not sure exactly the negative frames where spinning teleport would escape where a regular step might not. Provides mix-up options anyway and you might be able to convince people to choose a horizontal block follow up (AA) instead of a vertical if applying it correctly leaving them open for other stuff (214A or even A+K might frame trap some stuff depending on your blocked opener e.g 6A).