I couldn't disagree with this any more. The bombs freezing 100% of the time is about the only part that make sense. Bear with me here, because I'm really going into detail about everything wrong with this article.
First off, lack of space control from the ground? Cage has that. He has a mediocre fireball, and a fullscreen attack that's punishable by full combos on block. Hell, Cage doesn't have space control from the air, either. He can use EX shadow kick to close the gap, but if you guess wrong, you're eating a full combo, and if you get flushed out again, you're burning more meter to get in. If you don't have any to burn, welp, you're fucked. This doesn't mean Cage is bad by any means, because Cage is very much top tier, and that's my point: Not everyone in this game thrives on space control. It's a huge asset in any 2D fighter, but a character can be worthwhile without it.
The U4 cancel is great, but it's far from overpowered. You can't just throw it out at the start of a combo, because it's absolutely punishable on block. It's fine if you have a guaranteed punish, such as if you get a crossup on an opponent in the middle of an attack animation, but it's not going to be your go-to combo. How can you get an "infinite chain of bombs"? If you're suggesting U4 mid bomb -> dash 2 1 2 -> U4 mid bomb, delayed wakeup beats that trap. It's escapable, and on the other hand, it's just one reason Cyber Subs is a great character who in no way needs buffing: It's a great way to stuff your opponent's wakeup game (as many characters will just get interrupted by the bomb during their wakeup).
As for getting out-poked, so what? If you read a poke attempt, you can jump back and do an instant close divekick (the D3 input). That does a hell of a lot more damage than their poke will, and it'll make them think twice about poking. More than that, seriously think about this for a minute: You're complaining about the fact that opponents will be reduced to poking you to death, for fear of eating an EX parry and taking a full combo? If they land a combo starter, you're probably eating a 30 or 40% combo for it. If they land a poke, you're eating... Three? Three percent? Poking is definitely an effective tool in MK9; Mileena is a testament to that. However, it's a means of checking your opponent and wearing down their defense. If Cyber Subs can reduce most other characters to poking, I'd say that's pretty damn good. Back to back parry is still punishable no matter how close together your parry inputs are, by the way, I'd just like to point that out. Reptile can dash in between them, Kung Lao can spin in between them, Cage can flipkick, and so on. Hell, pretty much anyone who can combo off a jab string will absolutely ruin you for abusing the parry.
Okay, are we seriously complaining about Cyber Sub's teleport being useless? Let me guess, you're one of those people who thinks Sub Zero needs a teleport in MK9? I will NEVER understand why everyone, everywhere thinks that every character should have a Raiden teleport. First off, Cyber Sub's teleport primarily exists for one purposes: If he gets a freeze from 3/4 screen distance or greater, he can teleport to get in, even on a trade. Other than that, you can STILL use it to get in if you read a projectile with enough recovery time, a la Sub Zero's freeze and Reptile's forceballs. Like, a character with this kind of rushdown game who can close the gap this easily probably shouldn't have this kind of teleport. About the only buff that I can see being at all reasonable is to put his standard teleport on par with Cyrax's, and he still doesn't "need" that. I'd also like to take this time to point out that EX teleport is a godsend, and despite what most people think at first glance, it is absolutely worth the meter at times. It's the ultimate solution to crossups, and even if you use a naked EX teleport, it's very safe. Above and beyond all this, Cyber Subs just doesn't need a teleport. He has one of the fastest dashes in the game (on par with Sektor, IIRC), and he can intentionally whiff divekicks to close the distance, a la Reptile's elbow dash. In either case, Cyber Subs can currently has access to a great teleport; he has to burn meter to use it, but I'm fine with that. If his normal teleport was that good, he'd be ridiculously overpowered.
Lastly, short divekick off B2 4: This just sounds like cheese potential to me. First off, the divekick would be completely safe at that distance, and second, I can already see it giving him access to ridiculous combos. He can already land B2 off a successful 3 4, which he can also use to follow a bomb, and I can only imagine how ridiculous it'd be if he could easily use 3 4 B2 4 EX divekick. Every successful freeze from a bomb would get up in the 40% range, which is just ridiculous. In all likelihood, the ability to X-ray after B2 4 (and B3 2, for that matter) wasn't a conscious choice by the developers, it was just something that wound up being possible in the current build. It's whatever. tl;dr version: Cyber Subs is fine, he just takes work. If he's not top tier, he's VERY near to it, and he's an absolutely solid character. Bombs freezing 100% of the time would be nice for consistency's sake, but there is not a damn thing this character needs; he's fine as is, and there are already ways around that to ensure a guaranteed freeze. Hell, if he inherits the same slide alterations that Sub Zero's getting in the next patch, that'll make it even easier for him to get in.
EDIT: I really have no idea why all of the line breaks in my post disappeared after I submitted it, but okay.