weight: 84 -> 82
Kind of agree with this one, a ZSS/Sheik-esque kind of change, she'll rack tons of damage but may die fast. I do not think it is necessary, but I wouldn't disagree completely.
Run speed: 1.6 -> 1.57
Bayonetta isn't running much in the first place, this change, with such a low amount, wouldn't change much except for one little KEY thing I'll talk about later in this post.
traction: 0.055 -> 0.054
Alright, changing traction is a dangerous move, It may push her back so she can't shieldgrab nor Witch Twist as much as she does, and probably make disjoints and projectiles insanely difficult to play against. That may worsen the experience of playing as her if matchups become too difficult. I wouldn't change that and focus in other areas.
air speed: 0.97 -> 0.96
Do not worsen anybody's recovery, ever; it is a strength she has, and if you're already reducing her weight, that's enough of a nerf to her survability.
gravity: 0.12 -> 0.122
Another change that doesn't make much sense, she already has the single laggiest Airdodge in the game, plus she's a fastfaller so combos already work on her; plus, the "weight nerf is enough" thing.
jumpsquat lag: 4 frames -> 6 frames
This is huge, her already average neutral game becomes much, much weaker, would lose tons of OOS options and probably would go against her design, which I can only imagine as "fluid movement".
rapid jab SDI multiplier: 1 -> 1.3
I wouldn't change this simply because characters already have a chance to escape between the 3rd and 4th hits of jab. It isn't that good. If anything I'd change its angle so it doesn't autolink, but that'd be about it
Fair hit 3 KBG: 68 -> 65
This is actually a good one, and goes in line with one of her weaknesses to be unable to kill safely without a setup. Worsen her ability to kill is sonething I'd love to see more often; I'll talk about this later.
heel slide startup: 14 frames -> 15 frames
It's already slow, reactable, and Bayonetta should only uses it for landing traps so this change wouldn't affect her much, if at all. If anything, I'd change its Ending lag.[/color[
witch time FAF: frame 50 -> frame 53
While I think I know where you're going with this, this may affect her gameplay a lot. Against most characters it would make for a better punish window, but then we come across a more specific, yet important issue:
While Bayonetta's meta was progressing, during its early stages we used to think projectile users were particularly difficult for her, to the point Megaman or Toon Link were possibly her worst matchup, but then one thing was discovered: Witch Time's activation has invincibility frames, even if it doesn't touch an opponent, meaning that she can use it to run past projectiles for a short time and fight more evenly instead of being kept out all the time.
Changing Witch Time's FAF would possibly revert this finding and force players to go back to the lab to find solutions; and when you're pushing a fan project, this kind of extra job for a non-official thing might cause aversion, and you wouldn't want that.