1.3KK
2. 236P+K, wont be completely useless now.
3. 214[P] make it faster first.
All of these are good ideas. As it stands, you pretty much have to land 214P on a screwed up hold or something else gimmicky. As it stands right now, it's gimmicky.
3KK would almost be lethal. I shouldn't say anything bad about it, but I'm not sure it's totally fair in the DOA verse because if you could CB off that thing, she might go the way of pre-1.0.3 Jann Lee. If it was a relatively shallow sit-down, perhaps that would be a decent compromise.
236P+K... probably by far the most graceful way of dealing with that move. Even with advantage on block, its range still makes most other options better. (Even if buffed to an effective sit-down stun, the improved SS game is going to make it harder for that move, at over 20 frames, to look anything like an overpowered move)
That said... I still want to save the basic handslaps somehow. Could they be negotiated to a +0 frames on early tech, somehow? (I don't know how you would have to add those frames off of making certain parts of the move in a juggle state or not, and right now it's sitting on what I think it actually a -3 if you count from the moment of the tech rather than the expected 6P, but...)
Oh, and her BKO 6P+K? Much better than 7P just for the animation alone. It is actually pretty slow, but not only is it less awkward, the first few frames are functionally hard to see.