I haven't read most of this thread, but I'll chime in and say that I do think Jaqui needs adjustments. Personally, I don't like character designs like hers (1st variation), because I find them boring to watch, unenjoyable to fight against, and dull to play because of the lack of mental fortitude and strategy required to play balls-to-the-wall rushdown. But that said, I don't think the character itself is the problem. I think the neutral-focused design of MK11 is the issue (even though I really
like that design). NRS went really far in limiting the neutral-controlling tools of characters this time. There are a few decent projectiles in the game but, at least in tournament mode, real space-control moves that force you to think before advancing are almost non-existent. That's not necessarily a problem when it comes to a character like Baraka or Noob Saibot, who have good tools but also have to think about how to apply them. But Jaqui's not like that. Her strongest tools are pretty much autopilot-mode. And since her opponent is unlikely to have any autopilot moves to slow her down, that means they're having to think about how to formulate a strong defense while she just has to have the muscle memory to apply a strong offense. It's an unbalanced equation.
TL;DR: Balancing her first variation requires some combination of the following three things:
- Reduce the advantages of her offense (e.g., frames, damage, etc.)
- Increase the risk (e.g., easier punishes, easier interrupts, etc.)
- Force her to think more about her offense (e.g., make it more resource intensive, space-dependent, etc.)
Number three is the most important.