So some bad news and some good news:
Unholdables look to be generally out. If the guide is correct holds are 0-frame now, and I tested the setup p+k p+k p+k p+k (which gives you +20). p+k is 19 frames and has 3 hit frames, so unless I fail at mashing I'm pretty sure that the second hit frame should be active on the first vulnerable frame of the tech. The cpu could hold it and so could I. I would therefore not assume you have anything that can't be held after the force tech. Unfortunately.
The good news: Bayman has a setup for a safe force tech after a juggle and it is dirty as fuck. As I suspected, 6ppk will give you the opportunity to use an instant 1k p+k to force tech if they don't tech. However, if they do tech, you're only at -1 so you're totally safe. Even better, you can slightly delay the followup k in 1kk and it will interrupt almost anything they throw out (Kasumi p eats it on counter). So your opponent can:
Miss the tech, and get forced back up at +20; from a hold 3p, 236p starter the whole 6ppk 1k p+k sequence gives you about 72 points of damage, so pretty solid (the RSJ (TM) is 84 points not 92 on normal hit, I got confused with the damage for a different ground throw setup, sorry).
Hit the tech and try to avoid the mid kick/throw/OH mixup you've got handy. I think 6f+p might beat most standing attacks as wel even after the 1k whiffl. But don't quote me on that yet. However, if they're hold happy they know they must hold mid kick. The windmill should disabuse them of that idea. 1kk is not safe on block so be careful.
Or you can always stay safe and do something else (tank roll, block, whatever) to exploit their reaction. This is a good one and the damage is quite respectable and an improvement in damage on the hold 3p, p+k, 1k, p+k force (that is only 50 on normal hit, my mistake there as well, I apologize). So if you don't need the damage, I would present the Shinryu Standard Juggle (TM) as 236p 6ppk 1k. Then followed by the appropriate option depending.