I'm curious to see why you have batgirl as an even match up. I personally find it to be one of her worst.
She basically has no options against staff. She can't jump in (normally, the threat of teleport against anti-airs allows for some jump ins, but jump back 2 can't be tele punished and leads to full combo), she doesn't out range NW, she doesn't out zone him, up close she has nothing she can really do since her fastest normal is a 7 frame high, her b1 footsie tool gets screwed by jump back 2, and d1 really stuffs her up. That ground pound is also really ugh to deal with. I've learnt to block the mid low hit and counterpoke with d1 special, but full screen it really fucks her up. Before we could duck the last hit off MB staff spin but now we can't.
If you play super turtle in staff stance there is very little batgirl can do in this MU. Sure, in escrima she has the advantage, but there's no reason to switch to escrima outside of clash or a throw. (But then just stance cancel groundpound and we're back to normal)
Maybe I'm just playing the MU wrong, but I can't name this as even. It's nowhere near AM bad, but it's not even either.