Tolkeen
/wrists
1-4 I'm going to address together, since these are all options at which you're presumably standing midscreen or farther and just throwing them out. A mistake, in other words. These should not be happening, so while those are decent points, standing midscreen and throwing crap at Kabal is not a way to beat him (Is rarely a way to beat anybody really) so those shouldn't really factor into the matchup.
5 is a thing where it's just simple risk/reward. Sometimes he will armor through it, sometimes he won't. Either way, this is another thing that isn't particularly crucial to winning the match. To put it in terms of other games, you can throw a meaty fireball at Dudley with Ryu in SSF4, and he could ultra through it and really hurt you. Does that really swing the momentum of a match? Not really, just don't throw fireballs when he has Ultra. With Kenshi, just watch the TKS on wakeup
6 is a thing where people under-appreciate just how fast Kenshi walks. I'm pretty sure he has the fastest walkspeed in the game, and especially now with the dash nerf, that walkspeed is super appealing, and you can cover quite a bit of distance from a hit shoulder charge just by holding foward.
7 is similar to 5. He could, but does that make it bad? Jax can EX dash punch through my frame traps or Overhead, but does that mean those frame traps are any less effective? Not really. It's one of those things where if to get out of your pressure you have to guess armor, then that's not really that great for the player (Kabal)
8 is something every character can do. I often buffer a back forward motion as if to bait a ND, and sometimes it works. Sometimes it doesn't. Baiting is not just particular to Kabal, although I would agree he has it better than most. Either way, it doesn't swing the matchup in either person's favor.
9, 10 and 11 go back to 6 in that you are gaining ground every time you land a Spirit Charge, and you are continuously pushing Kabal to the corner where he does not want to be. IAGb pressure is irritating, but you can get through it using d3 and just simple walks and dashes forward, coupled with some Spirit Charge to trade or hit him out of it. Every landed Spirit Charge is a victory, plain and simple.
12 goes back to my first point. Kabal can stay in the air easily as well as dash through Teleflurry, and Teleflurry should really only be used in the matches where it is okay to stay fullscreen and throw those out, this match not being one of them. Thankfully your other tools help cover this one not being so effective.
13 is a point that has been made time and time again, that being Spirit Charge is hands down one of the best space control moves in the game, and it goes pretty damn far, and the EX one doubles that. There is no reason that can't be used against ND.
14 is true, but at the same time, if armor is so good for Kabal and practically ruins Kenshi, doesn't by the same token Kenshi's armor (Which is a little better in that it hits twice) kind of hurt Kabal in his pressuring strategy? To me this is a wash if you say that Kabal's armor moves wreck your offense.
Again, I just want to reiterate that while armor is good, it's not really the end of the world. Kenshi has incredibly good corner pressure, and all the armored moves in the world aren't going to help you from that so much, much less save you from Kenshi's own which can help make his corner pressure that much better.
All you've listed are ways to get around Kenshi's disadvantages, you haven't listed any of Kabal's disadvantages except that he can't run around the screen willy nilly, because he has to respect the SC. Mayo gave you a list of 1-14 as to why we don't get to play the game our way in that match-up. Until I see a list of equally acceptable reasons that Kabal doesn't get to play his way in the match-up, I respectfully disagree with you.