Thanks. I'm a big fan of WS A. I used to hate it early on, but I love it now. Mid, catches steppers, and isn't terrible on hit or block. BT A_K interrupts practically everything if WS A hits. I just intend to use it more cautiously versus Cervy, Voldo, etc. Same goes for FC 3K. SDGF B leads to tech traps, which is why you don't see me use the 2[A+B], FLE 66 combo. The damage difference between what I'm doing (usually 66A+B or 33A+B. Some misinputs occurred during those matches, I believe) and the 2[A+B] combo is pretty minor, but I understand your point.
One RD? Not sure what you mean. I have upped my throwing a bit since that tourney. BB traps? In what sense? BB on hit into another BB? If so, I agree! Too good! As for raping soul gauge, I don't really factor it into my game unless they're blinking on me. I'm just not a fan of the random 4B or DGF B. It could just be that NorCal players are aggressive, so working the gauge is the last thing I worry about. I know some other Yoshi players that love working the gauge, also, though.
33B B+K is ACable to the right, I believe. Seems like it's an issue with B+K timing, bad positioning the air, and the opponent ACing. Maybe character size as well? I'll probably research it when I get a chance. Anyways, I still use it, but if I'm near a wall I use a:B+K and hope to be close enough for DNK, 3B. I agree it's a good follow-up, but I'm losing my faith in it after casuals this past week after it got ACed 50% of the time. I still love the ending position 33B [B+K] leaves you in, though. =( I'm beginning to opt for a:B+K and then running in to maintain pressure if I'm not near a wall. Some people use 44B+K into stance cancels, but I just don't really care for it.