IMO 6A sucks as an AA. Generally, people are jump in with an attack that has a huge hitbox or some kind of invulnerability, and that often beat out 6a whenever I tried. So just use it in a combo. I think it's better to meet your opponent in the air with j.C and try to get a CH (into a drive loop or 6C).
I wonder if 22C is a good aa, I never see anyone use it.
Nothing wrong with having to adjust your style depending on the character you play if that gets you consistent results. Sometimes being patient is rewarding (ever play SF4? lol).
Now I think that you can punish some of his stuff with 5B (or 2B, since that ducks much of his stuff), which will give your combo a higher damage cap than if you had started with 2A (which scales like a bitch but is easy to confirm). Anyway, just remember that any combo/string that ends with 236A can be cancelled with a drive so you can use that for mixup