I find that MoS isn't so much about combos and getting big punishes off your traps, but just about applying pressure in a different way. Sure, you want to be able to do that do, but utilizing safe strings and orb cancelling from fast startup moves throws your opponent's game plan off and forces them out of their natural rhythm. This is all it takes to really start applying serious pressure.
When I play MoS, f1, f2 (2+4), and 112 are my best friends. Assuming you have one orb out already, f2 (2+4) has insane range and you can cancel an orb out of it. It's also safe on block if you'd rather let them block, then throw out a f1 or a d1 and cancel that into an orb. Same with 112 - safe on block, so you have 112 f1xxorb, or 11xxorb. You're basically preventing them from doing anything they would naturally do when being pressured like that. They can't really try to punish, if they block you can just throw or try to read for overhead/low, and if they dash back they're just working their way right into the corner where you want them anyway. Getting traps out is pretty much a win no matter what - worse case scenario you trade damage and still get corner carry with a wakeup superman.
I'm squeezing out 27% meterless from traps and 35% with a bar, but ultimately I play MoS becuase of the mixture of offense and defense. You can just spam traps and make the person uncomfortable about getting in, or you can use them with his insanely good safe/fast strings and just apply relentless offense.