I don't really understand why people say her neutral's bad. I'm finding it to be different, but I don't see how it's bad.
Fair walls are actually a thing, you can complete an entire fair in a short hop, and although she has landing lag, it's only 14 frames. That's completely fine and a lot of other characters would kill to have a poke like that. Fair is great as a confirm into lots of things, landed or just the fair chain itself. Having a wall of hitboxes like that is great defensively and could stuff run-ins from the air.
Bayonetta's nair is incredibly good, providing coverage on both sides and having only 10 frames of landing lag. The hitbox comes out frame 9, which is fine for what it does. It confirms into stuff at low percents, it gives her a great way to land if you use the bullet arts version and it doubles as a short hop laser at mid range.
If an opponent wants to jump around from afar, Bullet Climax can give you a free 14% if charged, although this move isn't amazing, it certainly is a lot better than a lot of other projectiles. Also being able to shield cancel this move keeps you mobile.
Dtilt has an amazing hitbox, larger than Sheik's ftilt and easily the best combo confirm in the game.
Utilt is a good anti-air, not great, but it's pretty good, combos as well.
Although ftilt is slow, it's absolutely massive when you do all 3 hits. On top of this it does 15% if all of it confirms.
Jab is slow, but it's not useless, once again, it deals 16% and is something to check spot dodges with.
Her grab data is fine and her pummel does 3% so grabs are just threatening enough that she doesn't lose to shield.
Bair is absolutely nuts for stuffing jump ins, no dead zones so you can cross up with it and sour spot for 10% unlike ZSS's bair which has a dead spot past her thigh.
Witch Twist is actually one of the best oos options in the game, jump cancel Witch Twist is frame 5 out-of-shield and combos. Means she doesn't have to rely on shield grab as her out of shield option.
Dair is a mixup tool that can be deadly if placed well, although it's not great it's certainly threatening.
ABK and D.ABK are absolutely stupid good. Both dive kicks coming out at a lightning frame 7 and D.ABK being safe on shield means that she has the best burst options in the air by far.
And on top of that she has the threat of Witch Time. Literally broken at frame 5 with complete body invincibility.
At least in my opinion, this character is absolutely mental.
Edit: figure it's worth pointing out that her ground movement is fine and her air accelearation is good as well.