As I've mentioned before, changestate priority (the order in which changestates are placed in statedef -1) also factors in what choices an AI will do more or less frequently because of how MUGEN's parser works (reads from top to bottom), and considering random resets every tick in statedef -1, the higher up changestates will happen more often when factored, more so if they have higher random values than the ones below.
If you've only started on the AI, chances are, it will perform those few actions pretty frequently because not all the changestates are there yet. At any rate, I would suggest adding more triggers to define conditions against P2 so the AI isn't doing reckless stuff like trying to grab P2 while they attempt a hyper move or attempt to block throws for example.
Here is an example of how I define conditions for air throwing that I have in my Akari Ichijou's AI. I'll place notes in arrows to indicate the purpose of each relevant trigger.
Spoiler, click to toggle visibilty
[State -1, AI Air Throw]
type = ChangeState
value = 830
triggerall = AIlevel && numenemy
triggerall = !ishelper
triggerall = roundstate = 2
triggerall = enemy,hitdefattr != SCA,AT <---- Will not attempt air throw if enemy is also attempting throw.
triggerall = statetype = A && enemy,statetype = A <---- Will only attempt air throw if the enemy is also in the air.
triggerall = (p2dist x = [0,30+30*(vel x > 0)]) <---- Will attempt air throw at a slightly farther horizontal distance if moving forward. Reason for lack of p2dist y is because the air throw has Akari fall downwards with a separate hitdef if the throw whiffs.
triggerall = (random <= 200+133*(backedgedist < frontedgedist) || NumExplod(10381)*(AILevel**2)/64) && var(25) < 2 Randomness for air throw chances increases if Akari's back is closer to a corner or if Akari's last move hit a reversaldef (the explod determines this condition). Will also only attempt air throws in specific combos as var(25) is my AI combo variable.
trigger1 = (ctrl || (stateno = [120,132])) && (enemy,movetype = I || (prevstateno = [5201,5210]) || enemy,ctrl = 0) <----- Will attempt air throw during teching, if the enemy is idle or has no control.
trigger2 = stateno = 420 && movehit && (power < 1000 && random%10 || p2life <= 50) <----- If that particular air normal hits, she will attempt an air throw if her power is less than 1000 or if P2 has 50 or less life remaining.