As for Val's cr.mk, the reason I prefer it over any other assist is because of it's range and minor lockdown. Those are generally good features to have, but what makes it relevant to this thread is that it gives you more command over the distance where you can IAD j.lk. This is especially helpful for high/low mix ups and the sort. Its an assist you use for the close range game, but its not as aggressive as her throw, which is what I used before. In theory the throw is really nice but I personally don't like playing that way.
Fortune will be improved by having a generally good assist, if its a good assist for every other character it'll be good for her, but she is a very solid character so you aren't forced to pick any specific assists for you other characters. Updo and napalm pillar are nice so you can convert off a dp, but an AA assist isn't vital to her gameplan. I suppose that one area where she is weakest is air to air, so maybe we can see if there are any assists that can cover your front and top while jumping at mid-range. Though it would have to be useful for something else as well, I don't think this air to air fear is enough of an advantage to commit your assist to against every character.