i think you are going way overboard with the poison buffs. I think priority 1 should be her mk dp to have 13 active frames like an average dp, instead of the 4 it currently has that also has 4 frames of recovery in between the two sets of 2 active frames.
anything else is gravy. couple more active frames all around would be nice, little less recovery too. 5 frame cr.mk, and 4 frame st.mk/cl.mk would be great too OR give her jabs +6 advantage on hit so her st.mk/cl.mk/cl.hp become 2 frame links and 1 frame links into cr.mk/mp/hp
sweep getting buffed damage wouldn’t matter IMO, the horrible start up and -15 on block disadvantage and recovery make it way too risky to use. either special cancelability like in the arcade build or better start up/active frames/recovery
and in regards to the overhead, since point blank to around 2 blocked jabs pushback range, on some characters who have taller crouching hurtboxes, you still only get +2 advantage, adding a frame or 2 more hitstun would probably be better then drastically changes it like that i think.
and you shouldn’t be comboing ultra 1 off an ex rekka if it doesn’t kill, because the scaling from rekkas destroy any extended combos, you are better off air canceling and doing a mix up, or landing HP rekkas after for the knockdown, Ultra 1 is better landed off a DP fadc, as an anti air, as a punish, focus crumple, or overhead (overhead, cr.lp xx dp fadc u1) if they were to buff ultra 1 id say just give it projectile armor of atleast 1 layer so it doesn’t get wiped out by even something like dans fireball. OR allow poison to do ultra with a fireball still present on screen, this would allow her to AA with it far better which would be nice.
ultra 2 definitely needs a range increase tho, she moves BACK on activation, the fuck?