I'm starting to think the reason they went the preset route is because 80% of the moves just aren't viable. First off, I am by no means calling Erron bad, but without enhanced LnL and Scud Shot, he might be.
TNT is abysmal, F32 on hit into TNT is punishable by anyone with a long-range move, projectile, or teleport, even Erron himself can punish it on hit with slide or boot drop for free. You could probably save yourself from long range moves with the amplified version but that leads to nothing. Also, even if you do manage to hit someone with it, and not yourself with them, the payoff is pretty low especially considering that at longer ranges you'll be lucky to get a boot drop or slide at best.
The command grab is pretty meh, tick throws off of F3, D1, and D3 (not B222 or 21212 which is where it would matter most), but the way it positions the opponent doesn't synergize with his acid game or corner pressure at all.
Netherbest Trap is alright in matchups where you don't lose the zoning game but long range isn't really where Erron accels. You can't really throw them into it either unless you have the CG, but that combination comes with the heavy price of losing basically all of your combos from enhanced LnL and the safety Scud Shot affords B222 and the -1ish it gives to F32/B2U3.
Outworld gunslinger is, again, pretty meh. B122/F212/B2U4 222/32 are all decent but none of them really compare to B222/F32/21212/D4 and they don't alter his combos as far as I know (since B2U4 doesn't connect in combos outside of 21212 KB). F21 might have had some interesting applications being a cancelable projectile but that got removed (F21 into LnL might have offered some decent mixups).
Acid Pour is just a less damaging ender than slide with worse KND advantage and no DOT.
Up Peacemaker has a very limited hitbox and you can only use it in combos in the corner, but it doesn't allow for any followups or better damage.
Down Peacemaker is actually a pretty solid move (safe and fast); If customs were allowed I'd swap Outworld Gunslinger with this.
Enhanced Rattle Snake Slide is decent-ish. It can be used to make B222 -7 and F32 -1 which isn't bad, but at the cost of a defensive bar (for roughly the same results you get meterlessly from Scud Shot) this just isn't worth it. The F4 cancel is basically just a very fast and long forward dash but still, the cost just isn't worth it to me.
I think I can tell how these moves were meant to function, but most of them fall very short and this appears to be true for a fair chunk of the cast if not all of them. While I'm whinging, I'd just like to say that I have a feeling Scud Shot cancels are going to get nerfed, not because they're broken, but I doubt that making B222, F32, and B2U4 safer was an intended utility.