This is a good question, however i think that Bang will most likely retain his +2 advantage on use, so 5c > BI > daif should still work.
I would assume that the command throw is unblockable on the ground, barrier blockable in the air, has frame 1-XX invul. I'll be screwing around with it ALOT when i touch the game cause i love my tech traps.
And most likely - the reason they made bang installs activation faster is because in CT your pushback and air untech time is reduced by the number of frames that have passed in a combo. For instance:
If you hit 5a you have X amount of frames that go by (A calculation of seconds, 60 frames per second) until your opponent can either ALWAYS air tech, or you will be pushed back out of range from landing hits. This is why if you use 5a > 5b > 6c > j.d > 2b > 623b > 623b > 2b > 623b on Tager, he can tech inbetween the last 2b > 623b. The combo was too long and the untech timer was reduced to nothing. So even though 2b > 623b normally always works on him, the timer saves him.
This was true for freeze frames as well (Note - Bang install) And is the reason why if you do 5a > bang install > 5b > 2b > 2c you get pushed back too far to do the combo. The same goes for 2c > bang install > 6 dash > 5d > 9 dash > j.d The 5d will connect after bang install - but once they're in the air they can tech, since too many frames went by during the activation of bang install.
This setting in the engine was absolutely terrible and shouldn't have been in CT in the first place, hopefully they did something to remove it. Because it also made it problematic with rapid cancel combos. You do a long combo and RC it to try and continue a combo to do a little more damage to finish someone off but what happens, they can tech because the timer isnt long enough. End result is that its really gay and takes alot away from a players ability to make things up as he goes. Instead of being able to get that RC combo off and do some more damage, it would have been a better idea to do a simpler easy combo that just ended in daifunka, which is terrible for advanced players who would rather do something flashy and get an extra 100 points of damage for it.
I do however believe that the frame timer has been adjusted or changed. Bleed was playing Litchi at one of the loke tests and figured out a 100% combo (That was obviously removed by the next loke test) But it involved multiple hits canceled on the ground into eachother. Which means that the frame timer was reduced for pushback at the very least. Most likely what I'll be doing to test this is the 2b > j.4a bang install loop. The reason being is that if it werent for that pushback timer, it would have been an infinite in CT.