Also, if you test frame data by using jumps, it's not going to be 100% accurate, and looking at your button inputs, you can just hold up instead of trying to hit it on the right frame.
The reason I mention this is because when my laptop WAS working (dumb shit won't take in USB ports anymore), I was checking frame data by breaking it down frame by frame. The only characters I touched upon were Mileena, Kitana, Sonya and Sub though. Just because it's an extensive process and because even when asked for the data, the other person still made up their own numbers, so whatever lol. The amount of frames it takes for a character to start a punish isn't really relevant because no move on block let's you move right away, and EVERYTHING varies; there is no set rule as to how much stun there is. The negative frames for MOST things in the game IS correct, it's just the pushback causing travel frames and/or variable blockstun because of the pushback where moves DO change in block frames. And the reason I'm mentioning all this is that you used Jax's punch as an example. Regardless of the move having less blockstun, it's still safe, much like a lot of moves in the game are. They may have pushback and/or extensive blockstun, but if they're safe to begin with, it still won't make a difference other than checking them.
And honestly, on the comment of risky characters being able to play riskier, that isn't really true because it's not like they NEED to even play risky, or even have a risky playstyle. Like Kitana for example; the girl really only has mid specials and they're pretty damn unsafe for being mids that don't launch, EXrising fans aside. I mean, I'm surprised there hasn't been a rally yet for all the meterless launching 50/50s that are safe in this game, but I guess that's just me. Let alone any nerf "suggestions" to normalize them.