Whenever this project is updated, I think this is a pretty good list of customs sets:
1211
1311
2211
2311
1213
2111
3211
3213
1231
1221
Less Penetrating Needles sets, more normal sets. Not that many Sheiks use Penetrating Needles as they really are just worse in most matchups. They are lacking in range, which makes Sheik's needle zoning less effective as a whole, and they don't combo into bouncing fish. Their shield pressure is pretty cool, but the lessened range is really significant in neutral and for edgeguarding, and losing a reliable kill option isn't fun for Sheik. Furthermore, needles taking longer to charge can actually be a positive as Sheik's needle techs (which are insanely good) become ineffective when needles charge so quickly, so having fully charged needles becomes more probable/common.
Grenade changes are the most common and most effective. As a result, 1211 and 1311 are the most important sets. Penetrating Needles are probably the second most-used custom (they're still pretty rare, but more common than other things), so having 2211 and 2311 to encompass both grenade variations makes the most sense. 1213 is for the occassional Pisces user as probably the best set. The remaining sets really aren't that important but there's a few things that can be included I suppose. 2111 is for Penetrating Needles users that want to use the Burst Grenade (possible considering that the metagame for the move has matured).
Paralyzing Needle does have some potential although it's mostly a meh move all things considered because, although it does have some interesting applications due to the stun, it removes Sheik's powerful projectile zoning option, which is useful in pretty much every matchup. Its range and start-up are also huge turn-offs. However, for those who enjoy its applications and want to use it, 3211 and 3213 make the most sense. They have the best/most common Side B (Gravity Grenade), with one set for Pisces because Paralyzing Needle -> Pisces is a potent kill option if you can manage to land a paralyzing.
The issue with the Up B variations is primarily that vanish is so good. It's a key component of Sheik's kill options, being the only thing that makes air dodging against Sheik, especially out of down throw, a real risk. It's a strong kill option at that, something that Sheik needs. You can even run up and vanish on a spot dodge read or simply catching the opponent off guard if you're struggling that much to kill or have a confident read with the ability to land laglessly. Vanish also has useful ledge stalling potential. Abyss's spike is interesting, but it's awkward to connect with, and the lack of hitbox on start-up, long start-up, and lessened distance make it a mostly inferior option. Gale's lack of a hitbox is not made up for by its speed and Gale-canceling (which isn't exactly some amazing thing although it's pretty cool). For their pros though it's worth having a set for each, 1231 and 1221 being the most solid options.