I've gotten more or less caught up on the current four characters being discussed.
Hulk: I'm in agreement with Dahbomb that Hulk will look bizarre crouch-cancelling/attack-cancelling his ground dash since he's going airborne during it (both visually and literally). How would this change actually be implemented? Would you keep the animation the same, but change it so Hulk is technically grounded the whole time (could no longer hop over certain crouching characters, etc.)? Do you make it so he still goes airborne but if you crouch or attack cancel the move he instantly teleports to the ground? I think this needs more clarification for how you guys actually want it to work.
Arthur: As someone whose main sparring partner is an anchor Arthur player, I feel we need to be exceedingly careful in how we change the character. The main issue is that x-factor level 3 Arthur can be terrifying in the current version of the game (if you don't have x-factor yourself especially- he's very vanilla Phoenix-like in how as long as he's alive, he FORCES you to save x-factor or else you lose the match). I also fully agree that non-xf Arthur is pretty ass. How do you make regular Arthur strong and viable w/o making anchor Arthur absurd? You certainly don't do this by giving him better tracking on homing crossbow bolts and letting him refresh gold armor until his meter is depleted.
Hawkeye: You never see a point-Hawkeye focused team, but I think it presents a lot of problems for many different team combinations. Hawkeye is a good character already, so I'm also wary of buffing him all the much. That being said, the things proposed so for seem like pretty small fixes/improvements rather than significant buffs, so I'm OK with them.
Wesker: I like the proposal to improve his regular counters, even if the specifics haven't been ironed out yet. Rhino charge needing vanilla invincibility and phantom dance no longer crossing up are no-brainers. How to deal with glasses (or whether to deal with glasses) is a very debatable, and there are a bunch of possible solutions. Dahbomb lists 3:
No one actually wants the 2nd option though. If the Glasses mechanic stays it has to be the whole package.
So it's 3 options really:
1) Keep glasses as-is.
2) Remove glasses mechanic, no other changes.
3) Remove glasses mechanic, apply speed buff passively.
And I vote #3 obviously.
There have been other proposals:
4) Make him lose the shades by getting damaged, he puts them back on when you do phantom dance (as S-kill thought it worked, as Karst mentioned)
5) Make Wesker's taunt remove the glasses (Frantic's suggestion, I believe)
I don't like removing the mechanic entirely- better to fix something than to outright remove it, so I wouldn't vote for option 2 or 3. Option 1 seems to promote brain-dead play (do phantom dance immediately at the start of the round in relative safety), so hopefully we can do better than that. Losing the shades solely by being damaged (option 4) would make glasses-off combos pretty rare, but maybe this isn't the worst thing in the world. Making Wesker's taunt remove his glasses would be functionally identical to what we have now, since taunts are THC cancellable- he could just taunt xx THC at the beginning of every round and it'd be essentially what Wesker players already do now.
What about other possibilities? You could remove the buff activation off phantom dance when phantom dance trades (or even only activate the buff when phantom dance successfully hits the point character), that way the mechanic is mostly preserved, but you can't throw out phantom dance willy-nilly and get an reliable instant permanent xf1 boost. You'd at least have to earn a clean hit or risk wasting your meter for nothing.