I'm definitely not saying that QAC is better than hover hair.
QAC and Telehover are similar ideas: quickly close a gap and throw out a hitbox in a way that has multiple utilities. QAC is much harder, but it is also not as good. Not that one is causing the other. If Telehover was harder than QAC but still better, I wouldn't say that it being hard is what's making it good, or draw any relationship out of it.
But if you made a Fox clone where doing an upthrow automatically read DI and followed with a perfect Uair, and shining a shield would turn on an automatic multishine until your opponent's shield broke, and getting hit while in shield triggered a perfect waveshine OOS, then original Fox would be worse. Those are ridiculous extreme examples, but if you're comparing two identical things where one is harder to pull off, it's inherently worse.
But we can't really do that with QAC = Telehover because they're super different.
You were basing your point on QAC<Telehover, so I replied that no one thinks the contrary; it's irrelevant to his point. You literally argued against every point that I tried to make clear I WASN'T making.
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The differences between them, while important in terms of balance, are irrelevant in this situation. ANY MOBILITY OPTION IN THE ENTIRE GAME, NO MATTER HOW GOOD OR BAD, can be theoretically countered by placing a hitbox in the right spot, but it's is inhuman to do so consistently for QAC OR telehover because it involes perfect execution and a perfect read. What you said about QAC could also apply to wave dashing, quickdraw, luigi rocket, zelda teleport, extreme speed etc. All of those have varying levels of powers, but if QAC is easily defeated by hitting him out of it, like was suggested, then they are ALL bad. Since they aren't all bad (or any of them, really), the logic is faulty.
Yes, telehover is not equal to QAC, nor is QAC better. They are both MOBILITY options, and so we compare them. Apples and oranges are different, but they both have skin, so we can compare the skin.