I took a look at Lilith tonight. I saw some good stuff that I liked a lot, but there was some things that stood out to me. Do forgive the robotic nature of my notes.
A general lack of direction appears in the move-set. Multiple submission finishes, coupled with strikes and dives. Strikes can be used to wear down the opponent. Dives seem to be "there" and not of much use with the current Move-set/Logic build. I like the submission build. I think there could be more joint targeting moves in the move-set, but that's entirely up to you. Having three submissions in HVY Grapples makes it difficult to utilize Standing Dives, which have percentages allotted.
Shotei Combo Priority is fundamentally broken. HVY Grapples leave the opponent Dazed while Standing. The Shotei Combo is a HVY Grapple, which leaves the opponent Dazed when they return to their feet. The Moonsault Footstomp is a Grounded Dive, ergo, it won't function correctly. If you wish to keep the priority sequence as-is, you can change the Moonsault Footstomp to the Diving Footstomp Attack. Otherwise I suggest removing this priority sequence or redesigning it entirely.
Rapid Backdrop (Back Grapple: SML + MED) should lead to something, a pinfall perhaps. If there's a Face Down move you can find, that could be another submission path. I'd recommend a pin sequence, personally. I think every edit should have at least one pin priority regardless of specialization. The Backslide at 1% should be increased to a higher value or it should be removed. A 1% Flash Pin in Back Grapples will be *incredibly* rare, to the point that it's almost pointless to have it.
With that in mind: Routes to victory seem to be lacking. The edit spends a lot of time not attempting to go for finishes, but may be a deliberate design choice. Otherwise - Heavy reliance on unreliable priority sequences appears to be the culprit. Were possible, I recommend using 100% Priority sequences if a move or sequence is considered a match ender. The Screw Neckbreaker branching sequences are fine as is.
Half Hatch -> Wing Appeal doesn't lead to anything, unless it's intentional and/or meant to add character to the edit. If this is the case, keep the priority.
Not enough reliable HVY Grapples leaving the opponent Standing Dazed to execute Standing Dives, which she's meant to be using according to the Logic Settings. Three of the four HVY slots are dedicated to submissions. The Rodeo Stretch is not used at all in Late Match (Which is understandable). The Original Triangle Lancer is a clear path to victory and happens consistently. The Triangle Lancer is an apparent "rare" finish, set to 1%, but could be used for something else, if desired. I understand some creators like having rare finishes. It's up to you how you use those.
Showmanship should be increased in order for Dives to be performed more consistently, if desired.
High Facelock Drag in Late Match stages conflicts with Dive usage, making performing Dives more difficult. This may be intentional, but is something worth mentioning.
No reliable way of throwing the opponent to the outside in order for the edit to execute Outside Dives properly. Replacing one of the submissions with a Brainbuster, Body Slam or another move that can cause ring-out will remedy this, if desired.
Some issues are dependent on RNG. Some things may not be issues at all, depending on what the original intention is. If the edit isn't intended to be a highflyer or show expertise in high-flying, perhaps removing these moves would be beneficial. You could stick with submissions and striking and the edit would be more focused.
I simmed Lilith against a selection of rookie edits (edits with considerably lower parameters) since my usual crop of edits is much stronger than she is.
I'll leave a link to the Twitch highlight of the matches I ran so you can watch them if you'd like.
www.twitch.tv/videos/997743877