Check out Infra Dead's combo thread for tons of various combos off various starters.
Something simple: 2,2, back 3, jump 3, regular teleport, 2,2, phase charge/push (for more complicated combos check out the thread I mentioned above, it's stickied).
Most of the zoning is making a read on your opponent's movement it just takes time to get his style of zoning down. Put up MB orbs to slow down and restrict movement and the threat of overhead teleport can help accent your zoning nicely as people have to look out for that as well as deal with your zoning.
Trait comes back every eight seconds and with it active he outfootsies pretty much every character.
You've got things like 1,1, 2 that grant a hard knockdown and you can do overhead teleport that crosses up. Jump in instant overhead teleport is useful and combos too.
For string wise mix ups:
back 1,2 is a low starter that's plus on block, you can cancel the second hit into Martian grab for full combo, which is of course a low.
back 2,3,3,3/back 2 martian grab is an ovehead starter that you can add a low onto at the end.
1,1,2 (last hit is overhead), but with trait active it becomes high, low, overhead.
His throw range is amazing, abuse it.
MB orbs up close in pressure off of things like 2,2 MB orb or back 1, MB orb etc is good for sustained pressure and mix ups...they're so plus that your follow ups are guaranteed on block.
Trait 3 is a 10 frame anti-air with superb range.
Work on incorporating MB air dash and regular air dash off of hard knockdowns to open people up.
That should be a good starting point I think.