Been messing around in practice a bit. Maybe we can have a serious discussion how to make this variation somewhat work.
1st of all, i dont think this variation was mainly designed with a certain gameplay, but with certain lore/aesthetics in mind:
They wanted one where he does a lot with his staff.
So to the moves:
Lightning Rod:
Pretty obvious, strengthens your zoning tools. Opponents cant duck Lightning Bolt or read the position of Lighning strike anymore. so its a tiny improvement to your ability to force your game upon them for a moment.
Lighning Rod AMP imo has 2 functions:
First, the AMP version denies the opponent movement. So you could make an unsafe string somewhat safe by ending it in AMP Lightning Rod, which will then likely interrupt a punish.
Second, it can lockdown zoners: But even while the likes of the sonyas dont mind just standing inside it and shoot rings, they will not be able to punish your approach towards them with advancing attacks.
i have not explored Lightning Rod (+AMP) in combos much, but it seems it does not consistently connect as ender on juggled opponents. So if you use it as ender, you have it out but give up your turn.
Overall, Lightning Rod can work OK as tool to control space and pace of the game - a meta-instrument to set up your game. Which is where the problems start, because Truth and Light doesnt have much of that. I can imagine setting up your approach and frustrating opponents with Lightning Rod(+AMP), then baiting whiff punishes or mix them up up close, while making unsuccessful attempts safer with LR AMP. if you get a juggle, ending it with LR can set up the initial scenario again.
Jo Push: Corner combos and an occasional sideswitch, as well as AMP/no AMP mixup. I can imagine poke~Jo Push being effective to end pressure, as the AMP can be done on block. The AMP can whiff midscreen depending on the starting string. it also takes away your best combo ender with electric flight (Summon Lightning will often whiff on female hitboxes). As combo ender it doesnt knock them far away and probably doesnt allow a safe lightning rod follow-up. So id save it for corner combos and side switches mainly. in a patch the midscreen whiffing should be adressed.
Conclusion of this little approach:
Truth and light supports the typical gameplan of the Raidens in a quirky way: Space and pace control, whiff punishing and defense, then mixups up close or in the corner. he can make his risky offensive approaches safer and get out of pressure in multiple ways, which he absolutely needs, since his own offensive options are barely present in the neutral. its a complex gameplan that might somehow work though. His added specials are highly situational and mostly setup his stock moveset.