Well, in my opinion, you don't really need to use 4PP much. Use 4K instead.
instead of doing 6K, try doing 6P6K (unless people start holding mid too much (kind of unlikely to happen though)
Oh yea that's right. Using 3PP is good, but mix it up with 3KK. It's virtually the same move but a mid kick and a high kick instead. For range, you should also use 2H+K. It has a pretty good stun/stagger. Also add 4H+K to your list. It's like 4K but longer ranged and has better stun, enough for a 3PP or 3KK (usually)
Normally, you should either be going for a CB or a TD. My mixups for CB tend to be like this.
6P6K, 1P, 3KK, 6P+K (CB). After you CB, your juggle will be as follows. 6H+K, P6PP. Now if you want to try and go for a ground mount, do P+K right after P6PP. I believe that should guarantee a ground mount (2T) for lightweights and middle weights.
For heavy weights, instead of doing 6H+K, do 3PP, KP, then 2T. If you do not want to play ground games or if you want to wallsplat, just do P6P6P after P6PP.
If your opponent is very block heavy, try doing PP6KT, 4KT, or 7PT. Those moves lead into a TD, which will hit 90% of the time.
Now for TD's. What I like to do once I land a TD is consistantly abuse them. I will land in 2 hits, allow the enemy to break the third, then immediately do P or 2P (during the break, you are in TD cancel stance, which allows you to immediately throw these two). After you land this hit, TD the enemy again, allow them try to land 2 shots, allow them to break the TD, then rinse and repeat until you are satisfied or until they stop your momentum. If they start low guarding or low countering, throw in a 2T then TD or throw in a 3T (Sprawl mount which allows you to knee three times or neck snap with T). If you want to launch them into a wall instead, do K, then P6P6P (a bit risky).
Now for 3H+K, you have two options you can do with it that work well. You can either throw in 3H+K and go for the guaranteed 2T (sprawl) or you can throw in a second 3H+K (force teching them) then sidestep TD them. If they start expecting the TD, low grab or do 6P6K.
If your opponent loves to tech roll a lot, a hit that usually lands on them is the 2KPPP string. If the whole string lands on CH, it will launch the opponent and you can hit them away with 6P6P. If you want to CB them instead, leave out the last P and go for the CB. If it isn't on counter hit, you can usually CB after the last P. If they are hold happy, just throw in 1 or 2P's, then try and mixup.
Now, I personally tend to go for a lot of TD cancel launchers. Others might disagree, but if you take a liking to them, go right ahead. After a stun, use 4KTHK to launch the opponent. If the launch is high enough, you can do P6PP, P6P6P (or P+K, 2T). If it is too low, just use 6P6P. You don't have to use the launch kick from TD cancel. You can also use the P or 2P (same as when TD breaking)
So yea, in general, try to approach with 4H+K, 4K, 2H+K if far. When close, use 2P, 1P, 6P6K, 3PP, 3KK. Always mix in a 3H+K every now and then.
Oh yea, and use 7K too, it's a good move.
If there are any mistakes I made please correct me, or you can always add your opinions to my strategy.