cr = crouching
st = standing
cl = close
The combos you posted are used as hitconfirms, which means you visually confirm if your attacks are hitting, if they are then you complete the combo, these are not punish combos. The preferred hitconfirm chain is cr.lk/lp, cl.lp because on hit you can go into more damaging options, it also has a built in Option Select. Regardless which hitconfirm chain you choose, the one i suggested, or some of your own, ideally you want to be able to visually confirm if you are hitting the oppnent or if they are getting blocked after 2 chainable light attacks, not more. You can go for extended chains, throws, command throws, another divekick, frametraps, a little back and forth shimmey or simply block to bait out a reversal on block. That is why hitconfirming after only two light attacks is so important.
Also you don’t HAVE to start with light attacks, you can also do cr.mp as a starter for a hitconfirm, it leaves you close, gives you nice frame advantage to get pressure going, easily used as a meaty(attack done on someone their wakeup to beat out any of their normal attacks)
As far as hitconfirms go your 3 hit combos are fine, your 4 hit combos can be better.
4 hit combos:
1.) cr.lk/lp, cl.lp, cr.mp, st.mp xx … (115/125) - Ender is hk upkicks(mk upkicks for a few characters when they are standing(Sakura, Ryu, Evil Ryu, Ken and El Fuerte))
2.) cr.lk/lp, cl.lp, cr.mp, cr.mk xx … (122/132) - Ender is mk lungepunch
You will mainly use combo 1 for all standing and crouching characters and depending on a few character, which i mentioned above, you need to change the ender if they are standing or crouching.
Combo 2 you might want to use to push am opponent to the corner, or if you dislike remembering which characters you will have to change the ender for you can use combo 2 if the opponent is crouching. Another reason to use combo 2 is if you think you are a bit too far which makes combo 1 with hk upkicks whiff on some crouching characters.
Another BnB which is good to do after divekicks is this one:
cr.lp, cr.lk, st.lp, st.mp xx …(101)
The reason this is good is because the cr.lp 3 frames while cr.lk is 4, this makes it more difficult for the people to get an attack between your divekick and your follow up attacks on block, this also catches people from mashing quarter circle attacks and continues mashing of stand throws after a divekick.
A few punish combos:
cr.mp, cr.mp, st.mp xx …(140)
cr.mp, cr.mp, cr.mk xx …(148)
*On some big body characters you can even get a 4th cr.mp if they are standing or crouching and depending on the st.mp or cr.mk you’ll get (175/182) damage
Another very usefull punish:
ex palm, lp shoulder, hp lungepunch
Anyway i refer you to THIS THREAD where all you need to know is in there.
Also based on the numbers, you are playing AE and not Ultra, any specific reason aside from being unsure if you want to spend the money for the updated version?
The numbers i posted above are from AE, in Ultra Yun does more damage due to his extra damage on his cr.mp and st.mp.