As long as Peacock has SoID I fail to see how she could ever lose her place in Top 3. It makes literally everything safe, gives her hard to block crossunder/don't cross mixups, lets you combo into extra Arguses, and is capable of stuffing virtually anything. Peacock has excellent air to air tools, a half screen sweep to break armored approaches, and LK Bomb beats dash ins and instant air dashes. Her mixups are terrible but are MORE than made up with by her insane damage reward on confirm and her potent low/throw game, where low gives her the insane damage and throw gives her either tons of setup time or excellent and safe oki opportunities. As a Peacock player, every time I lose I know it was because I played wrong and not because I didn't have the tool to kick ass. This logic can be applied to anyone, but to a zoner that can cover as many options as Peacock it's an especially potent thought.
That said, the only thing that makes her absurd is her damage reward. A zoner dominating neutral is only logical, but the amount of damage she gets off of safe item drop and oki mixups is frankly upsetting.
Filia is an incredibly good character like every other member of the cast, and once she gets in on you is arguably the scariest character in the game, other than perhaps Beowulf. Gregor is also without a doubt the best reversal in the game, as it is Air OK, on whiff offers to get Filia out of trouble thanks to it's horizontal momentum and random crossup frame, and on hit gives her a combo and free season pass to the Filia Reset Ride. Her assist power is great.
That said, I struggle putting her above Mid Tier or Low-Mid Tier because of the preblock changes and the general design of the DLC cast. In the past Filia didn't have to contend with the neutral aerial presence Squigly, Eliza, Big Band, Fukua, and Beowulf (once he gets j.HP out) have. Simply put, she has fewer even or positive matchups. She has next to no tools to deal with their aerial domination and though very few people DO, her instant air dash pressure can be easily stuffed by most grounded jabs or mediums. The space control the DLC cast offers give Filia a ton of trouble doing her job: getting in and dominating with mixups. In addition, Samson's hurtboxes being fixed did a number on her ability to punish and trade. While s.HP and c.HP are still amazing at being an anti-air and ground poke, respectively, her ability to deny aggression in a safe way has been hurt a ton. They still work, but a trade is a lot worse than a clean hit and messes up her ability to convert off s.HP easily.
Big Band is hard to play but that doesn't mean he's not the best anchor in the game. Tons of damage, crazy good defensive options, incredible pokes and space control, best assist character in the game, and DHC SSJ somehow always manages to get the kill. Parries offer some of the few option selects you can make use of in this game, which gives him great answers to pressure on incoming. Mixup game is surprisingly good with instant overhead j.LK, the range on c.HK, and Giant Step. Yes, he's hard to play. Yes, it's hard to block as him. But he's undoubtedly one of the strongest characters in the game with answers to all his weaknesses. Again, the logic of "if you are good enough this character is good" applies to literally anyone, but characters with an insane amount of strong options like Peacock and Big Band make this reasoning especially true.
Only putting my opinion on my team right now because I'm laaaazzzzzyyyyy, and because I saw a minor debate over Peacock.
Will say this though, in no particular order:
Fucking absurd Tier:
Peacock, Beowulf, Big Band, Painwheel, Robo
Skullgirls Tier!:
Val, Eliza, Miss Fortune, Parasoul, Fukua, Filia, Painwheel, Squigly
Still very good! Tier:
Double