What tricks are you talking about. I don't know how you have more options in sd.
F221 is equally good in ds with the tackle buff tbh.
Baiting anti airs works better with sickle simply because you are (more) safe and can lead to about 40%. Air tele is only legit as a projectile punish and even then its super tight and without Portals the risk reward is very bad imo
Well basically BS gameplan is to open them up with 113, 212 or B1,1+3. I personally hate 113 in the neutral, because the opponent is usually playing the "low jab meta" as he should, the (1)13 will whiff like 90% of the time and you'll get jabbed out of it. B1,1+3 is a move that benefits on the opponent pressing buttons to really work, if your opponent knows the matchup and take these moves out you're left with F221 which is a great move but it does less damage in BS and isn't really helping towards that KB. F221 as an offensive tool in BS usually means you're out of options and that you wish you were doing more damage by using other routes.
SD can do what BS does in terms of offense (with less damage) but he not only gets more damage from the easiest move to hit (F221) but also builds fast towards the KB.
I agree that Sickle Throw is a better move than Air Tele, it's just that Air Tele definitely works for more than just punishing projectiles. It's simple mind games, if your jump ins are getting anti aired you "jump in teleport" next time and you'll get him. It works if you get enough data from your opponent and you know that he's a jumper or that he tries to go for jump ins to close matches. And the most underrated point IMO is that Sickle Throw is kinda unpredictable if your opponent jumps or does any kind of weird moves, like if you're playing against Kano or any character with air projectile that extends their hanging time, forget Sickle Throw. But hey, Air Tele is basically auto aim, if there's a hit box it works.
Ghost Ball works and will always work against people in KL simply because people panic. I don't mean it as a zoning projectile but for example, if the opponent is reading your Slide after F221 and you decide to go for F221 into Ghost Ball they'll panic. If you B1, 1+3 into it they'll panic. My prediction is that it obviously won't work in Pro Level tournaments but that it will always be viable in the amateur level. People said Lao's TP is trash (and it is) but it works online because of a lot of variables. Hell I even saw famous players in the pro scene getting caught by Lao's tp.
Now speaking AGAINST Seeing Double.
As I stated above, I hate 113 as a neutral string. It never works for me, they always duck and steal my turn. For this reason the "mixup" 112 or 113/11 into Slide hasn't clicked for me yet with the exception of jump ins but I guess it's kinda risky to rely too much on jump ins. Plus it's not a true 50/50, it can be fuzzy blocked and it's like a billion times easier to see than, say Sub Zero's mix up for example, because both moves have fairly big and different looking tells.
I would't say SD is definitely better than BS but the variation is definitely growing on me. I've been having a lot of success with it in KL with a 8 win streak almost reaching God. Black Sabbath will always be amazing simply because of 40% midscreen punish. In the end I truly believe it'll be a matter or match up and knowledge of my opponent. If I know I can get that guy to spread his legs against B1,1+3 and 113 very often I'll go for BS and demolish him. If I know my opponent knows Noob and his tricks I'll go with SD.