Sure, i mean this is my perspective obviously, but this is what i see wrong with it. Keep in mind i SOUNDED rude asf but i wasn't really, i was just surprised. No hard feelings here, not too serious, and obviously i overstated how bad they are - sure some of them are real bad but others are perfectly fine.
Personally i play literally every agent in the game pretty competently, minus sova, iso, yoru, and kinda cypher (timings), so i feel like I have a broadish view from duelist and non duelist POV of what is too strong of a nerf, what is too light, etc
Now what I see wrong:
-Jett isnt actually that busted rn, IMO. The smokes have already been HEAVILY nerfed (3-->2 charge, FAR less duration), so nerfing them further by increasing the cost only further punishes something that has already been nerfed to what I feel is a decent state.
-I do think raze is too strong rn (COMPARED TO ALTERNATIVES). You can take the damage from Raze's blast packs away, and maybe change some other things, but removing their ability to knockback/disrupt enemies reeeeeally hurts what I feel is a core part of the ability. The ability to push enemies with the blast packs is strong, but reasonably so - it doesnt feel overpowered, IMO. If it gets tossed at you and isnt detonated, you can shoot it so the raze cant use it to push you when they go to swing. When it is deto'd midair in front of you, the amount it moves you is pretty little, and if youre against a wall, you dont really go anywhere. Midair deto's (i believe) already deal no damage, so the most it can do is force a peek or cancel defuse. Even then, if its too far away by even a LITTLE, it does practically nothing, like a cm of movement total (which doesnt actually cancel defuse i think if its that little). Changes to Raze would need to be something different - maybe even to the point to a LIGHT rework (not complete). In her current state, i feel like almost any nerf is too strong of a nerf, but any buff would make her unbelievably OP - so to make her in a better spot, a small tweak would need to be made, that is more than just a numbers change like a nerf is.
-Neon changes are for the most part actually pretty good! i think there should be SOME timer on the first stun but it should 100% be pretty short, def shorter than the second stun, i mostly agree with that. Wall damage for neon is iffy - the reason it was removed wasn't really because it was too strong, but because it did too much damage to enemies AND teammates. Because it's so thin and there are two damage sources, it would MELT teammates HP. If you bring back the damage, you have to significantly decrease team (and enemy) damage and probably make it a good bit wider so that someone walking through wouldnt almost immediately be torn up by the second wall. It is 100% reasonable for it to deal chip damage, though. other than that, slide dist. increase is fine (not sure how it would look in game, but the idea is fine), but recharge after 1 kill i feel is too little. I think it could reasonably be on a somewhat short cooldown (20,30s to get new slide charge?), but 1 kill recharge is a bit too strong I feel.
-yoru changes are kinda ok but also kinda really bad. Cooldown duration/timer for how long it lasts is fine, but the ability to have 2 up at once is actually a nerf when you think about it. Instead of just being able to TP by pressing a button and saving the life, it would take the extra moment to move you mouse to look at the correct TP location and then press E on it (like a cypher cage or KJ nade). Cost increase is fine tho. Also like neon a TP per kill is a bit strong
-Phoenix changes are like yoru, half good half bad. For the wall, I agree it could be longer as a general buff, but the ability to pass through walls like a harbor wall is too strong - take Pearl, for example, Phoenix could just completely replace a secondary controller like Harbor, at least for site hits - imagine hitting A site and phx walls off elbow/mid link (i forgot the callouts lol) and then astra smokes pit and flowers. For damage/heal i cant really imagine those so i cant say if they're good or bad. Increasing the molly size would be waaaay too strong, for obvious reasons, esp if you increase damage as hothands ALREADY does more damage than mosh on ticks(mosh is low tick dmg + high burst dmg, hothands is high tick dmg). Ult change is actually kinda nice though, maybe only 1 flash charge tho so its not TOO strong.
-For reyna, fixing her is already hard enough, so its fine that these arent the best changes because HOW do you fix her?? Even i dont know. I DO know though that punishing enemies for breaking leers isn't the right choice - though i COULD see something like NOT breaking a leer and being in sightline of it applying some light decay on the enemy, kinda like walking through a viper wall. The devour and dismiss changes are fine i mean like i said theyre hard to come up with changes to anyway.
-For iso, double tap giving insta-shield is just too strong, thats all i really have to say. makes it too easy. Otherwise, my issue with the ult depends on a clarification: do ALL hit enemies get "taken in" and dueled one by one, or is it one by one being "taken in", and they are still able to move around, shoot, and such, until their "turn" comes? Because if it removes all hit enemies from the map, its too strong but now that I think about it you probably meant the latter option.
Anyway thats what I saw. Again i really did overreact these arent THAT bad overall but a few of them are