Jacquis weakness was supposed to be her inability to get in.
but then they gave her a full screen safe on block dash punch.
then they gave her a gap closing special cancellable mid.
then they gave her a leap that takes her across the map and leads into mixups and pressure.
Also having a small hitbox that allows her to block duck projectiles lol.
What you said is the GotDamn Truth right there.
If Jacqui was ridiculously strong up close, but also had a tough time merely getting to her opponents and short range, then she'd be perfectly fine.
As she stands now, she has neither of those weaknesses. As a matter of fact, she doesn't have any weaknesses between her three variations at all.
Any nerfs that she gets should be centered around:
A. slightly shortening the range of some of her best strings
B. making her dash punch full-combo punishable on block, like 95% of the other advancing specials in this game and
C. severely shortening the range of her leap move - it should not go any further than sweep distance.
This way Jacqui players can keep their combos and tech without Jacqui herself completely bypassing the ground-based footsie meta that this game is supposed to have as she currently does. Also, this should apply to Cassie Cage with her Cyborg zip-line move and any other move that gives characters a free jump-in. In her current state, she takes much less risk than she should to get in on opponents. And when she's in, she's monstrous - as she ought to be. Making her take more risk to get in on opponents is the best way to level her out without killing her viability.