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Broken Loose
Settle down dude, you're being pretty unpleasant. I'll try to answer those points but if you stick with that attitude I'll just start ignoring you.
1. Best instant overhead: As far as I know an instant overhead is different from a standing overhead. A notable advantage to Filia's over Parasoul's f+lp is that it's not vulnerable to jabs or throws, it also leads to safe pressure if it's blocked since you can air dash cancel it. I've never been able to react to an instant j.hk, but if you're able to kudos to you.
2. I rate iad j.hp, j.lk and j.lp about the same depending on the range you're doing it from. They all lead to safe pressure or airball mixup on block and are difficult (not impossible) to react to.
3. I see the hitboxes, and if you'll take another look you'll see that there's very little space where j.hp's red overlaps with its green. The area is not as large as parasoul's j.hp or the other normals you list but it's probably the best normal in the game at what it does which is air to air from equal or slightly lower height. I list j.HK's hitbox mainly for its ability to avoid hits more than its ability to hit others, but it's not as difficult to hit with it as you suggest.
5. That's certainly what would happen if you use it badly... I tend to use a projectile assist such as napalm shot from lk airball height and then use the blockstun to come down with a left/right mixup protected by the grenade. My point was that she has the option to come from right on top of you, diagonally down at you, horizontally at normal jump height, or along the ground at a low profile all backed by assists.
6. I'm curious why you rate napalm pillar specifically higher than updo, but I did say it was arguable. Regardless of whether it's top 1 or top 5, it makes her a highly valued part of the team at any position.
7. Hatred install might lead to more damage post-dhc (I haven't checked) but it doesn't let you follow up from a full screen argus like gregor does. It's true that Gregor doesn't lead to a combo if you're cornered, I hadn't run into that situation myself.
8. Without meter she has decent normals for hitting below her (j.hk, j.mp, j.mk), she can dash away, or use air hairballs to escape as well. I'm not saying these beat all resets, I'm saying they give her better defensive options in the air while meterless than characters like parasoul and cerebella.