Most of it, pretty sure some of these variations were though out, but then the meta changed since day 1, and such variation didn't received anything to compensate so a gigantic hole was created instead.
Inferno Scorpion on beta build was super good because scorpion had armor on teleport without being a wakeup, his teleport cancel didn't consumed stamina, so he had a pretty good mobility to rarely makes use of minions unless he opened people up, this compensated for the lack of the rest, but after the pre-vanilla (fatal 8 build) NRS gave tp cancels a full stamina consumption and then the armor from tp was only on wakeup.
Same example can be said with KL
He was slow as hell in walking, but didn't really matter that much since his spin had armor, he could challenge people trying to poke him out of pressure or on gaps as much as he could as long he had a bar, his hat hitbox was much bigger so his teleport was designed to arise further away.
But then, NRS nerfed the hat to the point that hitting ppl on the floor is pretty hard to do, TP hammer punch also became affected by the hat nerf so his tp into hammer punch also became harder to use, lost armor on spin and didn't got anything to compensate from that, became free to wakeups, poking etc.
One of things NRS needs to look at, is watching the whole spectrum, if you're going to heavily hit a character with a system change you need to see how that will affect the character meta, so being prepared to give characters things to keep them up to that meta its necessary.