Since no one is replying, I will.
Cage (3/7): If he gets close and start his pressure is hard to escape because of luck of armor and slow normals. He can punish you hard and everytime end his combos with NP for more pressure. He will destroy you in the corner. D4 and iaS will help a lot to keep him away.
Sonya (2:8): Mileena's best tool against most of the cast is usually d4. Since Sonya has the same d4 that can be also cancelled to the safe MS and cartwheel, Sonya's d4 "wins". After a blocked cartwheel that is -3 on block, Sonya actually has the advantage because of much faster normals. D1 is not an option since it's -6 on hit, and d3 is too risky because Sonya might iaDK that will lead to huge combo. And of course Sonya can use her safe armor. Mileena has to take a lot of risks and need 80% correct guesses to win.
Kabal (4:6): The good thing is that he can't iaGB you all day like most of the cast because of teleport. The bad thing is that ND on startup beats the teleport. Your biggest concern is his NDC pressure though. Corner is obviously a problem. This matchup is too tricky, but I give Kabal is mathematical advantage of 60%(!). Don't be too afraid to iaS as well to make him respect it.
Her other bad matchups (4/6) are Smoke (b2,3), Kitana (d1) and Robot Cyrax (duh).
Also Kenshi but I don't know why (probably mostly because spirit charge destroys d4).
I don't think Kung lao is such a bad matchup. Small hitbox helps a lot here. Maybe 4/6 at worse but no way more that than. But I dare to say it's 5/5. You can punish any random spins from everywhere on screen and also punish 2,4 on whiff. You can't do your usual air game because of fly kick, spin and roll, but if you read any of these, they are fully punishable. Also his pressure is not anywhere near as bad as Sonya's, Cage's and Kabal's. And again, stay away from corners.