Low crushes:
7P crushes lows, as long as the move does not hit the back leg. So your spacing needs to be spot on. To test this, pick Hayate, set him to do a low kick as reaction. Use your 2F+K (let it hit), and then 7P. Play with the timing, and you'll notice that it has a small window that crushes. I like to mess around with it with people who do a lot of low wake-up kicks. But it's not reliable in competitive play. Just a fun thing to know.
High crushes:
1P also crushes some mids
66K also crushes some mids
3P+K also crushes some mids
To test the mid crushes, I picked Ayane as the CPU, do P with Leifang while Ayana blocks, and immediately follow-up with 66K, or 3P+K, or 1P, while you let her do her mid kick, and you'll see that her kick whiffs completely. Her mid kick is registered as 15 frames, while you're at -5 after her P. 1P is itself 17 frames, 66K is 18 frames, and 3P+K is also 18. They should all lose to her mid K in terms of speed, but they crush it. Note that they don't crush all mids. Ayane's mid punch hits, so does Hitomi's mid kick (only 3P+K can crush it with very hard timing), so, I'll leave the rest of the investigation to you.
Frame advantage moves (around 40 minutes or so):
7K: All moves are distance dependent. Most of them simply always hit on the first active frame. If a move hits on a later active frame, you can reduce your disadvantage or increase your advantage. With moves that have two active frames, you'll mostly only get the single distance since the chance is very small they hit on the 2nd active frame. But if a move has 4 or 5 active frames, something that's normally +1 could become +5 or +6, depending on which active frame connects to the opponent, since the guard stun remains constant.
Charged power blow guard break against wall:
I like to actually simply do 3K. That slams them against the wall, which allows me to follow up with 3PP6PP. That's 48 damage. You can also do 66P, then follow-up with the same combo, does 50dmg. One drawback is, that this won't work if you're at an angle, so, at an angle it's better to do the one shown in the vid.
There's one more frame advantage move. BT P+K (fully charged), which leaves you at +11.
Tracking (around 46 minutes or so)
About her 6PK not tracking, but her PP6PK tracking, it actually makes sense. Look at the animation. 6P, she simply does the elbow, but, with PP6P, at the 6P, she spins around. The animation is circular, thus it makes sense that it tracks. In the variants, she also spins around, thus making them all tracking. Easy right? ^_^
Guaranteed setups
I knew about 6P+K causing a sitdown stun, but I didn't know you could get a guaranteed burst from it xD I'll definitely be looking into implementing that in my gameplay
Launchers
Normal hit launchers you forgot to mention:
9KK (2nd hit is technically not a normal hit, but, it's a natural combo.. So, it can be considered a normal hit launcher since the first hit is on normal hit)
6F+K (technically a ground bounce, you can do 9KKK afterwards against most characters on normal hit, not just counter hit)
Counter hit:
K2K 2nd kick, although you did show the PPK2K variant. A juggle instead of 3KP+K would be 6K, KF+K.
Bursts:
Didn't know you could burst so fast after a sabaki. Good to know xD
I'll watch the next section that starts after 1h20min another day, probably tomorrow. I hope this helps a bit.