Honestly you did a really good job with sol! Now I have no qualifications to be actually giving advice but I would recommend trying to route more things into a wall break. Sol is VERY scary with positive and the pretty much instant access to 50 meter can open up a lot of possibilities.
Using 2S and 6S wouldve helped you in the jack o and goldlewis matches they keep your opponent guessing along with the fact 6S is a good frame trap while your opponents in the corner and 2S is a good neutral tool and is good at catching wild assault
“What if you wanted it all but god said no” Have you ever considered documenting you going to your locals for a video? I think that would be a gas video
Your problem in the uwunicorn set was that you were either doing really tight frametraps or mashable stagger options. You need to delay your gatlings slightly to make it look like they can mash then bop them with a button. The idea is that you threaten a larger and larger delay until the gap is so large that you can start to throw them. Another important part of strike throw is doing nothing. Something you can practice is doing f.S on block then waiting to see what they do and the next time you do f.S you have more information on what options they like to do and you can go after them. For example if they like jumping you can go for f.S > 2K to catch them, if they like to back dash you can catch them with another f.S and if they like to mash you can catch them with 5H frame trap. I know you don't really play strike throw characters so i hope this is helpful to start thinking about your offensive structure rather than just bandit RC go brrr.
As someone trying to learn strike/throw better, this is super helpful to know in general. Do you have any advice for defending against strike/throw or is it really just understand how it works and try to guess right based on your opponent's habits?