Tager:
6A: This move lost almost all of its use as a mixup tool when its jump cancel was taken away in CS2. Extend has made it a better combo tool, and the new barrier mechanic means that charged 6A has become useful for dragging people back in to continue pressure. But what really takes the teeth out of this move is the ability for people to mash out DPs/1F reversals after a blocked 6A. The only way for Tager to prevent this is with a 6A>4D. However, it can't CH people who are winding up the inputs for a reversal (because it's airtight). On top of this, 4D is designed in a way that it has the same amount of hitstun as blockstun, and it magnetizes regardless of hit or block, thus the only reward for hitting someone with a non-CH 4D is a tiny bit of damage. While 6A>4D is a good, safe blockstring to use on characters with good reversals, it's this exact property that prevents it from being a true deterrent for mashing reversals. Basically, what this means is that characters like Ragna have literally no reason to respect Tager's 6A, since 4D behaves the same way on hit or block and the rest of Tager's options are vulnerable.
Give this move something that can be used to bait reversals. Jump cancel would be nice to have again, but it doesn't have to be that; it could be something like a backdash cancel. It would be riskier than a jump cancel, since someone who waits can punish the backdash, but it would still reward Tager with a punish if he reads the reversal.
5D: IMO, this move is the worst it's been since CT. -4 on normal block means this move is extremely risky to use to end blockstrings, compared to CS1/2 where it was +3 (7 frame difference!). The compensation for this change is 8 total active frames. So 5D functions better as a full/mid screen poke and also a lazy way to pull in people who try to jump away from Tager (which, IMO, was the primary use of 5D in CS1). However, -4 on block partially brings this move back to the way it was in CT, where a blocked 5D forces the Tager to use a followup which carries almost as much risk as 5D itself just so he can be at a slightly better frame (dis)advantage. Looking at Tager's other drives, a well-spaced 2D can give Tager an enormous frame advantage, and j.D is overall a safer poke yet still risky. It's pretty natural to conclude that using 5D in most situations is a bad idea, or at least a worse idea than using 2D or j.D.
Also, I don't know if this was a result of the frame changes or something else, but the CH window for 5D has become EXTREMELY tight in Extend. Unless you can react to the CH with an immediate collider, there's a good chance that 5C will blue beat. This wasn't a problem in CS1/2. Again, compare this to 2D where a CH gives Tager enough time to followup with 5C, even if 2D landed on the very first frame.
I guess my suggestion for this move would be to make it +0 or -1 or block, so Tager isn't completely fucked if someone happens to block it, but continuing pressure isn't necessarily safe either. The move is slow enough that there's plenty of ways for people to disrespect it when used predictably.
General: CSX Tager is the best iteration of Tager so far. Though even with all of his buffs, certain matchups have barely changed at all. Lambda/Mu/Hazama/Rachel are still very difficult for Tager, Valkenhayn/Taokaka can still hit him once and time him out, and Arakune still... exists. Valkenhayn/Taokaka are the most egregious here, as I feel these matchups are difficult for the wrong reasons (they're fucking rushdown characters, not runaway). Though I wouldn't know of a way to change Valk's or Tao's mobility without destroying their gameplay, or whether Tager could be given something to help him approach these characters more easily without also making him overwhelming towards the rest of the cast.