Thanks for that awesome list, Dahbomb. My thoughts:
Akuma:
OK, let's just give it an OTG follow-up. I'll add that in since it seems popular.
Amaterasu:
Zissou mentions the Soul Drain issue, and that's exactly why I want this change. Right now, if Amaterasu DHCs to Morrigan, Soul Drain doesn't steal meter. It still removes meter from the opponent, but Morrigan doesn't get it. At the very least, I think Soul Drain should function. There may be concerns that this would be too good, but Morrigan already has long Soul Drain combos with the right team:
https://www.youtube.com/watch?v=JNN1aCcQ4WY
https://www.youtube.com/watch?v=k2I_B7rSK4E
I'm only posting those two, but Morrigan can get 6-8 Soul Drains with a lot of teammates. With two assists like Cold Star and Log Trap, she can activate Astral Vision mid combo AND chain 4 Soul Drains together. With Dante, she can chain 4-6 Soul Drains together. So, I don't think this is a big deal. If people are uncomfortable with meter gain in general, then at least let me change it to say that Soul Drain still functions, because that basically is an oversight.
I'll drop the air dash change.
I assume no one is opposed to the Thunder Edge change because it's just an issue of clarification.
Captain America:
I actually put the Cartwheel note as a courtesy to you, Dahbomb. I'd like a strong argument that this needs a particular change, and you do need to convince Zissou and Frantic as well.
Chris:
Most keepaway characters have some way to open you up. Morrigan has scary as hell mix-ups, Arthur has scary mix-ups, Hawkeye has mix-ups, etc. Chris is the only keepaway character in the game without a mix-up option. I think a standing overhead at 24 frames is fair for him.
What are the grenade issues, exactly?
I think the Prone Position change has limited use. It's only hyper cancelable. However, that has an important use in some matchups. For example, if you Prone Position Akuma, he can just jump and beam you. Let Chris cancel into his Grenade hyper to negate the beam so it's safer.
C. Viper:
EX moves canceling into one another are not the same as Bionic Lancer. Bionic Lancer requires you to DHC and change your team positioning. It also means you lose pressure once you DHC. C. Viper gets to stay on point and jump-cancels her EX Seismo cancel, which means she can immediately call a pinning assist while the opponent is in blockstun to retain momentum.
The EX cancel is also different from a DHC because when you DHC from Bionic Lancer, you pretty much have two options: chain into something that makes Bionic Lancer safe (Devil Trigger), or chain into something that can punish someone who was trying to punish you (Shinku Hadoken or something). C. Viper gets both. Her EX cancels let her stagger two invincible moves that lead to full combos, and both are safe. What Spencer DHCs offer this?
I'm open to reducing her minimum damage scaling on normals to 15%, and of course I back the level 3 change.
Chun-li:
I'll concede SBK block negation since Dahbomb showed me how it is useful.
Is anyone opposed to returning EX SBK to its current frame disadvantage on block?
Obviously I am for the post-level 3 follow-up.
c.L hitting low...I can go either way on this. We immensely improved her rushdown game.
Dante:
The Hammer change is only effective when it is low to the ground. I do think this move needs a little help. It got nerfed too hard in Ultimate, and now everyone has to cancel into it from j.S first.
Doom:
3/4 of us are against j.S nerfs, so I think it's actually on Dahbomb to convince 3/4 of us to make the changes. I honestly don't see a problem with the move. The most I'm willing to support is a decrease in its knockdown time, which also means removing his mid screen OTG combos.
Molecular Shield was changed to the H version for better projectile absorption and pinning.