I think it'd be more clear if you separate j.X and dj.X and label airdashes with just j.66 instead of AD to avoid ambiguity with Arc Drive.
(Any 2C>214A combo enders can be replaced with 2C>5C>j.BC>j.BC>AT)
This should be 2C 5C 22C, 'cause you can't jump cancel 5C if you've already jump canceled a ground move.
Aerial combos vary depending on conditions.
j.BC sdj.BC Airthrow is the generic one.
j.BCA sdj.BC Airthrow is the stable one. (This one is important.)
j.BC j.66B dj.BC Airthrow is a damage variant off when the opponent is lower.
j.ABC sdj.BC Airthrow is if you're not sure you'll make it in time with the jump or they're high.
Should also check
this out.