On Ragna, end 360A with 5B>4D (In fact, one of the combo thread posts shows best things to do off of 360A on all characters I think). Gadget Finger on him is best to avoid if possible since he always has Inferno Divider to beat many options (online, at least. Bait it and it's a free 360.) 360 on his fullscreen Carnage Scissors was good, always punish them for doing that outside of combos. That Ragna was honestly pretty terrible, most of those fullscreen Hell's Fangs were free 360s especially on instant block.
If Haku wants to hang back, charge up spark (421B) but don't hold it. Let him come to you. Without meter or a good hit you can block everything low except 6B (overhead foot stomp) and even then I don't think that combos into anything for him (right, guys?)
Whenever you knock them away with say 6C>5D, either follow up with a little spark charge or Collider. Delay Collider if needed but if they are dumb enough to mash tech in the air it's a free combo.
B Sledge normal hit/A Sledge Counter Hit can be followed with 2B>2C>623C>etc on regular hit (assuming close enough for 2B of course), and B Sledge counter hit can be followed with 6A>2C>623C>etc.
You seem to have the basic magnetized BnB down (..stuff>AC>AC whiff>6B>2C>AC>ender) and that's a good meaty chunk of Tager right there. Finding ways into that (6A>2C, 2B>2C, air tech gets AC'd) are the meat and potatoes of your damage. Once you realize most combos are just opener>meat>ender it becomes pretty simple.
Even if you get your ass kicked, save replays of opponents who beat you soundly with good execution. Look through and find places where you might say "what could I do differently?" Then try it next time. For all of this to become natural you need opponents who can match up to your next milestone.
At this point you should have 2 goals in mind: learning how to turn your random hits into damage like Axis said (anti air CH 2A>AC, random 5A pokes into knockdown/Gadget) and putting those skills to work in training your opponent. Like I said above, if you always end, say, 6C>5D in volt charge they may eventually think it's safe to air tech. On the flip side, once they fall for it once be careful about using the same tech trap again. Same thing from Gadget, don't always do 360s, vary it up with 5/2/6A, j.B, or just blocking if needed. If you make them fear one of the two, air or ground, you can get more leverage out of it. Not as a rule, but still good intimidation.
Remember, Tager is all about making your opponent fear you. Methodical unpredictability is a more powerful weapon than 720.
edit: Again, this is all just my netplay experience talking. There's more at work in repeated playings and offline so for that I defer to the advice of others in the usefulness of my advice.