Since the change to st.MK, the other gap closer I have been relying upon is charged st.HK.
Mikas dynamic has changed with f.HP and how we should exploit people who love to Neutral jump command grabs.
I found new utility in the mic buff “only” when I’m going to use charged HK to deliberately have my opponent block. The point is to do a “normal” throw after the block stun and “NOT” a command grab. Now, because you have the mic, your normal throw does EX Typhoon damage; but that isn’t the point right now. IF you conditioned them correctly and they don’t neutral jump to punish you, 3 scenarios will take place, 2 of which you can severely punish them, given the considerable buff of f.HP (Lady Mika).
Should they block charged HK, here is how you should proceed:
#1 The opponent blocked.
You can throw them w/ buffed damage. “IF” they tech, this means the next time you put them in block stun with charged HK, you should HP/EX Command grab. Unlike SF4 option selects, pressing throw in SF5 stops you from blocking and forces you to stand and throw if you are crouching. Under these conditions proceed to use her BNB: st.MP > HP > Booty (or) command Grab
#2 The opponent jumped, after charged HK block-stun.
Oh no! You lost a (buffed) normal throw. But guess what?- the key to this is your f.HP. A normal throw does not have the recovery frames of a cmd.grab - and with the buff of f.HP you can “Lady Mika” their neutral jump as you recover from your whiffed normal throw. So, we have Lady Mika (f.HP) > Wingless Airplane.
This is the true benefit of the new f.HP. I consider it an option select, of sorts. I use the term loosely 
#3 The opponent is a shoto.
First confirm that Ken/Ryu or anyone else for that matter, doesn’t know how to punish a charged HK on reaction “BEFORE” you even land it. Then confirm that Ken/Ryu doesn’t know they can “DP punish” a charged HK after blockstun, before she can follow-up with MP > HP > Booty or anything else. First do a charged HK to put the shoto in block-stun, then just block and bait the DP. If its confirmed the shoto is ignorant, then proceed with steps outlined in 1 & 2
Yes, the dynamic of how we play Mika is changed. But let us take advantage of her new utilities.
Tested on Nash & Laura in a ranked match: Nash is a fast jump, and Laura is a floaty jump
Ideally, you want to use charged st.HK in the first round of conditioning and not follow-up with anything. This is conditioning so you will see how they react to st.HK . Just throw out charged Hard kicks the first round and do nothing. After you note their reactions, start punishing them after the HK in the 2nd round, only. They should not adapt fast enough, since you displayed no follow-ups in round 1. When they start adapting its too late.