1.that really wasn't a cross up Beo was vulnerable right after his sweep just like Big Band's j hk. and since there is a large gap in between cerebella's LnL and Beo teching the opponent can very easly grab Beo and be safe from the LnL or use a multi-hitting move that would catch both characters. in the end it's okay if your opponent is stupid, then again most players will mash and catch you. Even with Bella's two hit armor of LnL the opponent has enough time to do jab, jab, launcher to catch both Beo and Bella at the same time. Hell there is even enough Time for the opponent to JUMP out of there before the LnL even goes off. This set up gives the opponent too much time to react to this, the assist is telegraphed and gives the opponent time to block in the right direction as Beo tech either forwards or backwards and leaves you open to attack.
2. How is it a 50/50 mixup? there really is no high or low options here cause when Beo techs and the opponent blocks the LnL they will still be in block stun so if you go for immediate low the opponent will still be able to block it, the same goes for grabbing. now if it was staggered by a couple of frames then a low or grab would be viable. Beo's only way to go for a high in this situation is to hop dash with j.lk or j.lp and the hop dash alone will give the opponent enough time to come out of block stun to do something, in the end it might trade it might not (too risky in my mind)
3. Beo's cross up game comes off of his grab finishers, having a combo that goes into frog splash finisher is the perfect set up for a cross up for you opponent can't tech. All you have to do is call out LnL assist and do jumping chaired hp. thanks to the large hit box of that move, chaired j.hp can cross up opponents when it doesn't look like it will, ontop of that if your opponent does block it you can cancel j.hp into air Wulf Tackle go backwards then down backwards to try to cross your opponent up again/ make yourself safer (would still be - on block but less so than just a normal blocked j.hp) If you don't have the chair j.mk is a good move to use isn't as large as chaired j.hp but the move is still beefy and can be canceled into the Wulf Tackle to make it safer. So this "cross up" is not efficient nor as effective as the example shown.
sorry for ragging on you but it's true, it really does give the opponent alot of time to do something to counter this. if you can give me the frame data on that, that includes Beo teching, and if it's above -7 then it's a highly risky setup to do and i would try to find something better to use.