My list in no particular order
P: i9 jab; very fast to get in
6P: i11 mid; your best CH stun opener
6K: Another good CH stun opener. Mix this one up with 6P.
4K: -1 to +2 on block, depending on range. Gives a nice stun on counter hit.
3K: NH stun; gives many mix up options
3P(PP): CH stun opener/extender. Last punch is a natural combo Safe on block (-5). Also this is your best wall finisher.
PK: Good wall-splat, gives a sit-down on crouching opponent. Semi-safe on block.
33K: Guaranteed launch after DHO P sit-down. Best launch at a wall.
6T: Your best move to fuck with the mind of your opponent. Gives +8.
1P: Amazing low to finish off your opponent or get a CH stun. The reach on it is insane. Also, crushes highs like crazy.
Honorable mentions:
214P+K: Amazing high crush. Has frame trap properties as well (+1 on block).
3H+K: Excellent whiff punisheer, low crush and wall-splat.
What's a good follow up after 6T?
I usually pick one of the following:
P(P): One or two jabs. They will beat out all your opponent counter hits except for lows. From my experience, the opponent usually blocks if they get hit by or block the jabs. Then you can go for another 6T.
6T: Another 6T, because.... why not?!
33T: Flows naturally from 6T. Use against defensive opponents.
6P, 4K and 3P: Work well against mashers who don't respect frame data. Free counter hits all the way.