Might be overkill, but I do feel like I like most of these. I feel the aim should not be to make massive sweeping changes, but give some things to her moves that make them feel fun to use in creative ways and allow her to play a stronger footsie/oki game.
OP’s suggestions feel poorly thought out to me. A bit of throwing the baby out with the bath water. Her gimmick is the charge, to make the charge disappear is the shatter the character design in this game.
MAIN DESIGN FOCUS
They need to make the charging a fun part of her design and not feel like it is gimping her pressure. Right now the store is more of the problem than the releases.
Her main change that I think she desperately needs, much like Garu suggests, is that she needs to have the push back increased on block for her stores. I would argue to increase how negative she is on block with them to -3 or 4, but have her push back to a safe distance so she cannot be punished (ala long normals like Birdie). Thus, choosing to end a string in a Store, will still put a stop to her pressure, but now you will be at a good range to release the lk fireball and apply pressure and not -2 and in range of your opponent to 50/50 you.
MK Fuha being overhead is fine by be, makes the move interesting and potentially devastating. Thus deserving the charge. But I think it is still good enough as is.
HK Fuha is fine as is for me. its a great tool in a lot of situations and its ability to start her VTrigger combos already make it worth the charge.
Normals
Most of her normals are fine to me, except for 4 that could do with a few changes.
I like the idea of MP moving her forward a bit.
I think RH should hop lows more consistently. Or start up faster, or go further. Probably not all three though. At least one of those would make me happy.
Make cr. HP useful as a crush counter. Its startup is terrible, its range is terrible, its a sub par AA in most scenarios. I think her normal HP needs to not have CC properties to make her combos consistent, but right now she has terrible options for frame traps into CC combos and that’s not so fun.
Make her overhead, at least +1 on hit. Its a trash Overhead, and I am glad she has it, but it needs a little more usefulness.
I also think this move needs to be able to be cancelled into and out of in VTrigger. That alone would make her Vtrigger amazing to me.
Other Stuff
Her VSkill is amazing to me, and should not be changed from where it is. It is so strong and so underutilized.
There is a reason her flip kicks don’t hit in the air. It looks stupid that they do not, but she just becomes a better Nash at that point. She already has lots of ways in, and this move is clearly designed to be anti-fireball and not a moonsault. Plus, having it hit in the air could potentially mess up consistency in combos by making them air tech out and leave you to be punished. Having it only hit as a ground pound like it does now makes your use of it deliberate, and consistent. Making it overhead, or the EX overhead, might be fun though.