@doomfarmer
Granted I may not be playing the same people, but this is the reasoning from my experience for the numbers I've given:
Aquaman: The biggest change is that he got a frame trap from B123, but we're able to back dash the D1 or punish with armored F3 even if they cancel into Trident Rush. The trait has a longer cooldown than before and also causes him to take full damage while blocking during his trait. Also we have Sonic Pound which will launch regardless of his trait; since Lightning Kick is no longer safe I use SP cancels more often than LK anyway. Within a certain range we can punish From the Deep with BF2. The advantage he has is in the neutral, but it doesn't feel enough to warrant 3-7 in my opinion.
Green Arrow: Match up plays out like it used to IGAU. Walk him to the corner taking the chip and avoiding his DB1. We lost Lightning Charge, but we can still threaten with RMS to punish his DB1 if you time it correctly. The only thing Arrow got was the ability to meter burn his DF1 but that really only gives him safety, no follow up pressure. Oki game stays the same as well, make the read for which wake up he will use and act accordingly. Patience is the key. In IGAU the match up was considered to be 5-5 IIRC, even though it felt 4-6 to me, and not much has changed other than the changes to Flash, but they don't seem bad enough to have made it 3-7.
Darkseid and Deadshot: While the changes with zoning recovery are annoying, walking in and meter burn roll still get the job done. Once you get in, you can stay in, unless they open you up and send you back to full screen. They both have low defense so we get good damage on them when we touch them. With Deadshot you need to be ready to pressure between his staggers. Sure he has a 50/50 but they don't hit that hard. If you're patient and only take chip from his zoning, you're eventually going to corner him. With Darkseid, if he doesn't have trait out to make his teleports safe, you can punish the air teleport with Ji1 on reaction and with the grounded one with D1D2 or you at least get pressure and he came right to you. He still can get mix ups though if he gets his trait out, hits hard, and should have the meter advantage. On knock down he has a safe wake up that can give him pressure if he spends the bar. Feels even to me.
Black Adam: I don't see how Flash wins. Sure we can punish his advancing high with D2 but if they're spacing properly, you should be worried about the overhead that's going to open you up for big damage to be blocking low in the hopes he's going to throw our his high starting string. He has a lot of plus frames and his meter burn low lightning and lightning hands on block after block strings space him well enough to reset the neutral. His keep away game is strong as well. When he touches you he can deal as much damage as our traited corner combos and without his trait he deals more damage than us without our trait, midscreen at least. The equalizing factor is the fact that once we're in we're in, but between the chip and damage we can take trying to get that touch, it feels pretty 5-5.
Harley: Another match up where much didn't change. She has the new trait, but RMS 1 can punish the call in the neutral from almost full screen because of the start up. The dog still comes out, but she still gets hit and knocked down from the RMS 1 and it's your turn for pressure and you just . The only way she can force chip is from the cup cake bombs or meter burn cupcake bombs into gunshot. She has low defense so one trait combo take half her life bar. The neutral is in her favor slightly, but you have the damage to counteract that, and you both have the overhead low game. Seems pretty even.