Since there's no beta balance changes yet, I'd like to share my own personal wishlist.
As she is right now, I think Filia could use a tiny bit more buffs. Namely for c.MK to confirm into s.HP more consistently from range and for her to receive the tiniest crumb of damage, please. As for whether or not j.HK should hit overhead, I personally don't have any strong opinions about that change one way or the other. The move is designed to halt your air momentum and hit cross-up from an airdash. Making it overhead wouldn't really open up any new avenues or solve her greater issues in my eyes, but I wouldn't be opposed to it.
All I ask for Peacock is for Lenny to be 2 bars and for Georges to go away when she gets hit, please.
Reduce the recovery of Egret Dive so that it's more useful against zoners.
Since so many other people have said their thoughts on this character, I'm just gonna give my two cents. Yes, this character is too strong and needs to be reined in. In general her jumping hurtbox is too small and her damage output needs to be toned down, but her meterbuild is fine and doesn't need adjusting. Especially in the context of her kit where she has bad assists compared to other characters. Head-On Fibers should be Strike Invuln and be more minus, and j.LK should not hit cross-up or hit overhead while rising from a double jump with how powerful the move is.
Please make Bypass not whiff randomly; please increase the hitbox of c.HP so that it actually covers her arm; please let us more easily choose which side to be on after we DHC out of EKG; please make Mortuary Drop not a useless filler move that you use just to meme on your opponent.
What do I even say what I want that I haven't said already? Firstly, revert the L Luger nerf. This has been one of the most baffling and unnecessary nerfs I've seen and seeing people defend this makes me believe that they just want to approach and press buttons free of consequences. Please explain to me why this nerf needed to happen. Because it was the best grounded projectile in the game and the move was too oppressive and rewarding? In a game with Georges and Beams, if you're saying that L Luger was the best grounded projectile in the game, you're capping. A lot of characters have tools to get around it and converting from that move already scales your follow up. And don't tell me that forced damage scaling doesn't matter, because it absolutely does. To make it less redundant and distinguish it more from H Luger? A flimsy argument because the two moves by design cover different angles and convert from different spaces. The reason why L Luger is used more than H Luger is because shockingly, neutral interactions happen more often horizontally than they do vertically. In fact the nerf makes that argument even worse because the areas where you convert from become less distinct. To help characters like Beowulf, Eliza, and Big Band? Congrats, you made the Double matchup less painful for them! Now here's Peacock and Robo to make their lives even worse than pre-nerf Double. If you're going for this angle, then suggest buffs for those characters instead.
Okay, rant over!
Secondly, find a way for M Bomber to not drop at certain ranges and whiff against crouchers. Why did you give this move a negative disjoint but still haven't ironed out all the jank this move had since launch? Give the move its disjoint back if possible, too. Thirdly, revert the Level 5 damage nerf partially. Obviously not to pre-nerf levels, but a solid middle ground in between would be nice. Fourthly, have Catheads drag down on air hit if possible to increase damage and combo consistency.
I only have two changes for this character, and I'm fine with either change happening if both aren't possible together. First, increase the landing recovery of Tympany Drive on block in order to make punishing this move less of a dice roll. Second, decrease the parry window. Having a 17 frame parry window on normals is absolute bonkers on a character with so many defensive options.
Have the projectile armor on her sweep come out sooner. That's all I got.
Either tone down the damage on her DP slightly or increase the recovery of H DP when used as an assist. But above all else, please just give her some competition as a generalist glue character.