Basic Hitomi advice:
Like Ein, 2P the shit out of your opponent in CQC. But unlike Ein, Hitomi has string mixups, and you want to delay the shit out of them. Start your CQC with P, 7P, 66P, 6P and 6K strings. Condition your opponent to respect her string delay so that they continue blocking for you to tick throw them with 6T for more mixup madness.
Speaking of 6T, you preferably want to throw out a mid or low TRACKING move if you plan to strike. It's +10, so make the most of it. 6H+K is only -2 on block, and 2P+K has delayable followups. P+K, while not a tracking move, retracks due to its nature as a 2-in-1 ground move (and hits opponents out of their SS attack). Your opponent's options after the +10 is to block, SS or crush if you're throwing out another 6T, so you want moves that can cover all three options.
I see a lot of 3P, 6P+K and 8H+K which I see carries over from Ein player tendencies. They're not bad, but not the best moves to throw out mid-range. 3P is a great CH tool, but it's lack of a NH stun, short range and short blockstun make 2P+K the better alternative. If it's intended to be thrown as a quick CQC poke, 6K and 6P is the way to go. 6P+K is safe, but it's slow and SSable. 8H+K, likewise, is safe, but very slow, SSable, and should be used strictly for crushing lows (and WUKs) only. I'd also avoid throwing out 4P because it's super slow (but what you can do is whiff the first 4P and delay the shit out of the followups to CH them while they're trying to punish you). 2P+K does the job better AND crushes highs. 33P should also only be thrown out of you know your opponent is going to throw or use a high since it's extremely unsafe, has shit range and long recovery frames.
I'll just make a list of moves that shouldn't be used anywhere but stun:
K (it's useless, don't ever use it, even in stun), 7K (only use it as a launcher in stun), 8K (same as K), 33P, 6P+K, H+K, 2K (unless you're in water), 9P, 9K, 2H+K (unless you hit them with a 6T first), 4H+K.
Your basic mid-range pokes for Hitomi are P+K, 3K, 1K, 2P+K and 6H+K, and your basic whiff punishment tools are 46P (godly), 236P, 236K (it's high though), 66K, 46K (excellent when paired with 66KKP right after, but nerfed in LR), and 3H+K (also nerfed in LR - it used to be safe on block and only 20f. At least it's still untechable).
All you want to do as Hitomi is knock your opponent into the wall or the environment. If you can avoid CQC combat, great, but if not, then Hitomi's got some great options with her string delays and 6T, but still, you want to get them to the wall (and is thus why her juggle enders all have great knockback).