You seem to be missing the point here...Her frame data isn't as bad as you're making it sound. And of the examples I gave, I really don't think they have "very bad" frame data either. I mean we've seen Lucario's and Ike's at the top of state PR boards. I'm trying to figure out exactly what you consider good frame data at this point because it seems like anything that is worse than Bayonetta is strictly horrible. Having you actually back-up your claims of "lackluster" frame data instead of just repeating it over and over would be appreciated. I'm not saying her frame data is great, but it certainly is better than the majority of the cast.
Are you kidding? People wait for others to attack first all the time. That's kind of what the neutral is. Either way, Bayonetta players shouldn't be complaining about hard approaching is as she gets the most off of winning the neutral. If Bayonetta had faster frame data, do you even know how good she would be?
Perhaps run up and upB wasn't the best example (though I've seen players utilize it on various streams and get away with it). Up B however is still a great tool. Whether it's OoS or just out of no where, it's one of the least punishable moves. Hitboxes come out frame 4 and go away 3 frames before the move ends. I can hardly see where you got this comparison from as Mac's dash attack has over 8x the amount of endlag (25 frames) and usually doesn't link into anything else if it connects.
I spoke without checking my sources on Bayonetta's gravity/fall speed, so you're right about that. However, saying Bat Within doesn't help when it comes to being juggled is a lie. That extra frame means a ton. It's the difference between a move connecting and a move whiffing. I'm not claiming that it beats all combos but it certainly beats mis-inputs. I've seen [Falcon's] uair > knee whiff, I've seen [Fox's] falling nair > usmash whiff, I've seen throw combos whiff all because of Bat Within. It's a very useful tool. It would seem as though you don't consider Bat Within a part of the dodge, and rather it's own animation. Would that be safe to assume, or do you consider them the same thing? Because I see them as one in the same. But if you see it another way, it would be nice to know.
Again you're missing the point. I'm not resorting to double standards, I'm utilizing logic. Sheik's weaknesses are stuck with her always. No matter what, killing will always be difficult for Sheik. Her neutral game and frame data are godlike, but when it comes to killing, there is nothing she can do. Bayonetta on the other hand, she can control her weakness. Bayonetta's major weakness is her endlag, yes? If a Bayonetta player opts to not go for wild combos, she won't suffer the endlag. If the Bayonetta goes for a combo and then ends on the ledge, she doesn't suffer the endlag. Bayonetta has tools to help her get around her weakness. No other character has that.
You also fail to recognize that Bayonetta has been out for a fraction of the time the other characters have been out. Her meta isn't nearly as developed as other characters, and yet she has more results than so many characters who have had more time to develop their metas.
So often people say "Oh he's an awesome [insert character here] player!" yet they fail to realize that he isn't an awesome [insert character] player, but rather an awesome player who happens to use said character. None of the good players out there use Bayonetta. THAT is why she doesn't have results.