This is justMY opinion on some of the characters. if you care to add your own, please feel free to do so(just try to be realistic with your ideas)
1. litchi- for a character that can combo you from anywhere, take you across the screen, drop you in the corner AND gain 50 heat(getting ready for 50-50 mix-up)....her damage output is waaay to high. that needs to be toned down seriously(she does more than hakumen on average and he has to charge his moves). her long-range staff attacks should have more recovery frames. litchi currently has no downside to throwing out her staff except someone running in afterward. i feel that she would become a more strategic character if her staff would fall to the ground when it is out of her hands and in the air. currently when she gets hit while it's out, it just goes right back to her. it should fall to the ground and she should have to manually pick it up. the player would have to make better decisions about when to throw it out if that were the case.
2. bang- i just think his combo damage needs to be toned down and he shouldn't be able to combo after a counter at all.
3. ragna- his damage output is fine for who he is, but if he's going to be the most aggressive character(at least in the top 2) he should have THE lowest health period(7500). allow souleater moves that fully connect to give him back 20% more than what they currently do. i would like to see his drive used for more than just flashy combos. why is it called souleater when it barely gives him anything(health)back?
4. carl- give his jumping/down hardslash(j.2c) back it's overhead properties.
5. noel- give her down/drive(2d) back it's overhead properties.
6. hakumen- give him the ability to cancel forward/slash(6a)into all his specials. allow hotaru(firefly)to be done on the ground, but increase recovery frames of ground version.
7. tsubaki- her drive speed needs to be increased and her distortion drives need invulnerbility frames. damage output is fine as long as the drive speed gets better.
8. lamba- her drive shouldn't do block damage since it can be done at any time and from anywhere.
9. arakune- give him the ability to fully control which cloud(f of g)he creates. heavily prorate combos that repeat special moves more than three times.
10. tager- anti-air needs improvement. needs magnetic pull to be stronger and last 4 seconds longer.
11. hazama- slightly increase the time it takes to recharge his drive(3 more seconds).
12. rachel- give forward/slash(6a) back it's autoguard properties, but with more frames of recovery. give all specials a higher damage output. sword iris should cause long block stun. jumping/down hard slash(j.2c)should be normal move canceable if it hits(unblocked).tiny lobeila should keep most of its CS properties except it should come out faster. george can be automatically/manually activated. her pumkin should come out faster and stay out longer.
sticky