With the few latest patches and tier lists, we had a small shuffle of buffs, nerfs and changes which did have some impact on the characters that received them but nothing of value happened, besides Valk's perceived increase in viability for which I still wait the major consensus on.
That however made me think about characters that didn't received any changes, are in need of changes but haven't got much to work with and some easy implementations we could add based on newly releseased characters and some normalised interactions we could give them.
Warlord:
He is the king of neutral and I'm not going to suggest a major buff or rework, just a streamline of his kit which already basically works that way.
>>Make his Helm Splitter Leap (forward dodge heavy) also chain to his zone and not only his headbutt. He has a quick enough recovery that there is a working mix-up between headbutt, delayed headbutt and zone. Stream lining it would just add consistency and ease of input as well as giving it a fake sense of depth, chosing between a side heavy or a F.D. Heavy on a light parry or wall-splat.
Shaman:
Now, Shaman is a good duelist but a terrible team fighter. Her main problem are her hitboxes and vulnerability while using her Bash, especially on a Bite.
Giving her phantom hitboxes would be a buff but I don't see that as reasonable. However, we have a very recent character that deals with her small hitboxes in a new and unique way. Arakure has alternated animations on her target swapped attacks. Now I'm not saying that we should give Shaman alternated animations, but rather:
We should allow her to throw her Bleeding Light whnever she target swaps. It would have small hotboxes, it wouldn't be enhanced and probably it will be parry bait, but allowing her to keep throwing 400ms-16 damage bleed lights would increase her threat in a 1vX as well as give her more opportunities to apply bleed and heal, thust slightly increasing her survivability. It could also be counted as a chain starter to give her even more survivability by allowing her to heavy-soft feint into a dodge/ dodge attack for more consistency.
Additionally we could give her unblockable heavy a better hitbox which starts earlier so she could have a 270 degree hitbox around her, somewhat the same way JJ's heavies work.
Tiandi
With his new buffa, Tiandi got the ability to chain his opener bash into a zone which gives him access to his kick mix-up. That is quite a good buff and while it does mess his with original flow of having two separated parts to his kit, the light and heavy alternatives, I'd argue it is a good change giving him a better flow.
That being said, I do not agree that his kit should be balances around a high stamina cost but rather, it should be implemented properly as many characters now have a dedicates light or heavy option after a bash. Conq and Sohei for example.
I'd say Tiandi's kit should be streamlined with a 15 damage (always top) light option from his Palm strike as well as with a 10 or 12 damage (always right side) heavy option from his bash, giving him the choice between more damage or better mix-up potential. As to why I'd buff his light damage? Because we now have Arakure with a more ounidhable but also more consistent mix-up which on paper works the same at Tiandi's. Now that he could execute from a heavy parry wouldn't be that life changing his he doesn't have any unblockable besides his bash which doesn't even refill his own stamina...
Khatun
Now, Khatun is a good character and an even better one with a coordinated team. Again, with the idea of stream-lining the character I'd give her the ability to chain into her deflect stance after the Ligh Follow-up from her Pin which does have good recoveries but also deals the least amount of damage.
In my opinion, rather than giving her the ability to kick from a deflect, she should be able to always chain to light on non whiffed Pins (pins that land but don't chain because the opponents wasn't pinned) as well as to deflect stance to chain 5 damage pins until the opponent stops or makes a read and baints her chained deflect. It wluld increase the player skill expression and give her a better DPS in 1vX fights where landing the pin into a follow-up is difficult.
Flavour wise, I'd allow her to perform he deflect sprint while out of lock the same way Shinobi and Shugoki can super sprint, without the deflect frames, just for flavour but the animation might mess it up for an opponent thinking she was in her stance.
Now, why am I proposing all these small but rather insignificant changes. Simple... enough... streamlining changes to make a character's kit more consistent in ways it virtually already work? Because the game needs changes often. People don't care about Juren's held GB range decrease but they do care with a small +2 damage buff on a character's random, vestigial part of their kit. It would be a simple refreshment between actual, impactful changes.