Argus by itself does basically the same damage now. So you lost airthrow full combo (but you can still put them a full screen away with j.MK Argus) / teleport+assist / triple Argus / plus on block George, you keep fullscreen confirms for on average MORE damage at 1 bar since the Argus damage is from the big laser now, and you gain confirms with more damage from 2 bars at any distance or off a throw plus the chance to build meter with your combo rather than spend it.
I guess I don't see what you don't like, unless you disagree with the nerfs specifically. ?
I tested full screen triple bang into argus against Filia and compared the two versions, the beta on average did about 200-300 more, it's nice I suppose.
I understand making Lenny into Argus more consistent is a useful buff in retrospect but having to use 2 bars for a 7 K combo is not worth it in my eyes unless it would get the kill. A soid confirm into a single argus combo would do more damage and be more meter efficient. Sure she can also do it off a throw now, but in most scenarios I'd rather go for a mixup. Especially as her mixup potential got hindered quite a bit.
So what I don't like is that she is losing:
Airthrow full combo (less ways to start mixups, mixups get less threatening with a weak airthrow, and lowers the overall combos she gets to do)
Assist+Teleport (Less mixups, less confirms for combos, loss of movement, one less defensive option)
Damage on scaled Argus and on a couple moves (Bigger combos do about 1K less damage)
Triple argus (in most situations anyways)
Frame advantage on L george (seems minor, but definitely a bit scarier to be in the opponents face)
Damage on Lenny bomb when you use Argus (It didn't do much before anyhow, 1045 iirc)
Soid gets delayed after blockstun (Suppose it weakens her defense a bit more)
More startup on fake bomb (I used it as a semi-reversal upclose, the more invincibility on startup only makes it easier to react and grab her out of)
And in place of those she is getting:
A few hundred more damage on projectile confirms into Argus (It's a welcome boon tbh)
C.mk being a frame faster and has more range (It's nice but I don't see my uses for the move changing much)
C.hk being faster and more active (I've been using the sweep more during my blockstrings anyhow so it is good for me, however on block I see it being a risk as her LK bomb is negative now)
Taunt being super cancelable (It's cute to do before a round winning argus mid-combo, mostly just a "fun" buff)
Tenrai-ha only showing up after a full taunt and only once a level 3 is dropped (Makes her corner combos more consistent as a tenrai-ha had different properties)
J.MK being an overhead (It can catch people offguard as they haven't adapted just yet and maybe has some uses with a low assist, don't see it being too useful down the line though. I feel her lows are still too slow to do good mixups with it upon landing)
Decreased startup on s.mp and s.lk (Can be useful for some combos for sure, but I'm still going to use c.mp in the corner =p)
J.hp having a bit more reach (imo one of her better buffs, a good spacing tool made better.)
Lenny into Argus more consistent (Has it's uses for sure, I can see why you think it's really good. I just think it's a "need this kill no matter the cost" tactic only
I aim to be level headed in this post, honest. I acknowledge Peacock is a strong character but I just really feel she is getting some big nerfs to her gameplay, losing a lot of options and in return gets meter-expensive confirms for below average damage. Her mixup game was already weaker than most of the cast and it was made up by her damage. But now both her mixups and overall damage have been reduced and I just don't see her being able to compete with some other characters.