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The issue with reptile is that it seems some of his stuff doesn't work as intended. Claw pounce is poor anti-air and often jumps over an opponent, has huge penalty for missing. Non-enhanced claw swipe is just dumb, it's just a bad attack that you do by accident when you want to go from ducking to B2. He lacks an overhead starter and B3, 4 is his only legit mix-up, so you can pretty much always block low then transition to high. His range/hitboxes are poor (oh you're jumping? Let me just uppercut you... nevermind), which would be fine if his other tools made up for it, but his other tools are so balanced in risk/reward that they don't. His force balls are sooo slow that characters can be slow to react and STILL punish them.
I also agree that his variations do not seem fully fleshed out. The delay to go to full stealth without meter is much too long and seems arbitrary. It should really be about the same time as normal stealth is now, with you getting semi-stealth if you attempt to abort early and full stealth if you hold for an additional ~15 frames. Most half-decent players do not struggle getting a poke or ranged weapon on you, and it would still be initially unarmored. The free hit that invis gives you doesn't seem significant most of the time.
Examples of broken situations:
1. Grandmaster sub can waltz out from behind his hidey hole and slide into you when he sees you start a force ball at full screen. Anywhere closer and he can just ex slide into you then do a full combo when you land into the ice clone.
2. Bojutsu kung jin is just a stupid match up thanks to his heat-seeking kick. I did a dash from one side of jin to the other and his kick changed direction, which then lead into a 45% combo. Real fair there, and the direction change looked as stupid as it sounds. The kick should never transition into a combo, and should have angle limits, but that's a problem with kung jin and not reptile. Throw in the massive overhead and 7 frame poke and I don't understand what they were thinking here.
I don't think speeding up the force ball frames would be fair because some characters already struggle against effective reptile zoning.
Here's my thoughts:
1. Change claw swipe to overhead. It's the only thing that makes sense. I would say get rid of it otherwise because in its current state, if your opponent is blocking low / footsy and you are too, then you just do this by accident when you attempt to do the overhead B2.
2. Instead of 3 versions of claw pounce, just make DB4 the close range and DF4 the long range. If this causes too much issue with the F412 combo then I'd prefer DB4 being close range and DB4, F to be long range.
3. Claw pounce should damage air opponents sooner so that it doesn't lose versus a jump kicking opponent 80% of the time.
4. Bring back acid hand as a way of canceling a force ball. I.E. if you do a force ball you can follow up with like DB1 to cancel it and instead do an acid hand (overhead) or something. This would give you a way to panic out of a force ball or bait with the force ball instead of always having your pants down when you do a forceball.
5. EX dash should have initial armor.