Highest priority:
22BB should not whiff so bad for no reason. The second hit should never ever fail to reconnect. I can't imagine this could possibly be the design intent, hopefully it was just overlooked and the flaw isn't in the system itself.
Same deal with WR B. BT B+K should always come out after it connects even if it trades. It would only be acceptable if the hit stun from the trade put Zwei into a faster recovery state than the recovery of WR B. Hopefully the system isn't flawed and it can be fixed.
EDIT: Hitting a grounded character with 1(B) K in certain setups and character hit boxes should be a force block. But if you hit G at just the right moment before the kick hits, you can hit G and it will whiff your character. Visually this moment is around when Zwei's foot passes your character. For some strange reason the kick connects after his foot passes. I can't imagine this is intentional.
Huh?:
If it's designer intent to have 44B hit grounded, why is the hit box so unreliable? Please make it better in that its intended qualities make the move's intended purpose more clear.
6B+K. Where in a fight am I supposed to go, "Hey a 6B+K would work great here?"
6B+K A R connects with strict timing. I don't think very many people know that, but I still can't imagine how to make the move connect. It's a slow linear high with no evasive properties.
3A BE. Why am I spending meter to make my attack unsafe on the chance that my opponent doesn't try to duck 3AA? This isn't a 2KB mix-up, but 2K BE B is safer in that when blocked you can gamble with the last hit. Maybe it's a shitty comparison, but I just don't get why devs would make a move like this more terrible than it needs to be.
Why am I not allowed to block if I risk doing (B+G)? Is Zwei too strong if he isn't risking getting his shins 2Aed?
6A. Unsafe, slow, high, and characters seem to step right though it. I don't really have too much issue with this move honestly, I just feel that it's worse (unsafe) than it needs to be. I would like to usethe range the move provides, but if that's too unreasonable for some reason I'll find a way to live with it.
Underrated moves:
I suppose this is the section for disagreeing with other posters. I think 33B is a good move. It tech steps and tech crouches and is safe to most things at tip. Is it that the rest of the cast have better tools with this property?
1(B) doesn't need to hit mid, and especially not horizontal mid. It may be a clumsy move at i21 or so, but it definitely doesn't need to be any where near the realm of a free mix-up on block.
My greed list:
Slightly more range on B and BB
Slightly more range on A and AA OR 6A safety.
I realize Project Soul would rather emphasize other moves than AA and BB, but I do think it's more fitting to Zwei having (B) and (A). I might change my mind if I had a larger list of safe pokes to try for advantage from neutral frames.