For starters b14 tick throw stinks. It can be option select armored/jump and is so negative that it can be punished by most armored moves or instant njp. His footsies are good but even more unsafe here then they are in wargod and there's no real mixup on them to keep your opponent guessing. B1 tickthrow is good but that's about it. He has a whatever wakeup in the fact that a lot of moves in this game are throw immune so you get blown up for making the right read.
IMO, tick throws should not be utilized as a major emphasis of Sun God's game, in the first place (Whereas, relentless and unstoppable Jason, for example, should both be using tick throws all the time). Sun Choke simply has too many recovery frames to make perpetually throwing tick throws out a safe strategy. Your opponent should be conditioned to block with F2, 114, B32, F1B2, etc. and then should be punished repeatedly for that decision with Sun Choke.
Also, I find that people tend to do very silly things to avoid Sun Choke, so I get a lot of full-combos off of raw F1B2s and F2s.
The crux of the problem is that he's lacking mixups in a mixup heavy game. There's a reason why the best grappler in this game is Erron Black ... because he has ways to make you respect his 50/50 while also having a CG. They either need to give him more strings that you can tick throw off of or he needs some of those strings to be safe to fix his issues. You can't just buff Sun Choke and expect it to make a huge difference.
While I agree that MKX is centered on mix-ups and 50/50s, I do believe Sun God has enough unique, individually tailored strengths to make him viable in the right hands. Basically, if you play Sun God or Blood God, you can't play like most of the cast . . . but, that doesn't mean you can't play.