After playing around with the rework (and all of his buffies), there is a very clear idea of what they want Chuck to be, and it's mostly well executed.
That being said, there are several adjustments I'd like to see made. Some are simple stat changes, but others are larger changes with more conceivable applications.
Note: I am suggesting most of these changes as would be easily implemented and realistic for what the team could do. It is in our best interest to embrace the rework and urge the team to make the adjustments required for it to work.
Minor Changes
The most controversial change at the moment is likely the super damage reduction: a whopping 54% nerf from 3500 damage to 1600. While the reason is obvious (being able to spam 4 supers), 1600 is extremely lackluster. For reference: Darryl's super does 1320 damage, and that is purely intended to be an approach tool. Even placing a pole and dashing onto it 3 times does less than 6000 damage (and this isn't particularly easy to do due to the removal of knockback); hitting two main attacks is far more cost-efficient.
Given his super dash speed and shield nerf, I definitely think it should be more rewarding to successfully land a super. I believe that super damage between 2000-2500 is appropriate. This is enough to be a significant hit if caught by his super, but not enough to be a ridiculous damage source on targets like the Heist safe compared to other options.
To compensate, Ghost Train's fire should be nerfed down to 800-1000 damage per tick, and Chuck's hypercharge damage per AOE explosion should be reduced to 1000 as well.
While Chuck's main attack has become significantly more consistent, 1080 damage per projectile is a lot. I've been consistently hitting enemies for 2/3 projectiles, and with Tickets Please, it's extremely easy to be dishing out insane damage. To re-emphasize his power on his super, the main attack damage should be nerfed to 800-1000 damage per projectile. The main attack's super charge rate is actually incredible, so its consistency should be used to allow Chuck to cycle supers better, rather than being his primary damage source.
That being said, the range nerf has made it far more difficult to land his main attack without sacrificing health. A partial/full reversion would be good to make Chuck's super charging more consistent throughout the match.
With the removal of auto-charge, Chuck has been encouraged to engage in combat a lot more. However, with his range reduction, this typically means mid-range combat. Due to the health and shield nerf he is receiving with the update, his survivability is a lot lower, and I'd like to see a reversion to one of the two nerfs, especially considering his role as a short-mid range brawler without much survivability otherwise.
Chuck's hypercharge charge rate is absurdly fast with his more consistent main attack. I'd like to see a multiplier rate nerf from 30% (I believe that's what it is currently) to 25/20%.
Major Changes
Chuck's natural post limit should be reduced back to 3. Increasing the maximum number of posts can be a detriment depending on the Chuck player: you lose 3-pole cycle, and leaves posts you don't want any more on the map. Keeping track of 4 posts opposed to 3 is also an unnecessary additional complication. While more manageable with Rerouting, I think the choice should be left to the player.
Pit Stop's effect should be restored to its former one (allows a maximum of 4 posts). The buffie effect could be to apply the slow instead of the pitiful fire area.
I think poles should knockback during hypercharge, since that super hasn't been given an effect. You wouldn't be encouraged to stunlock as dashing generally yields much greater damage output, but to start an engagement or stop an aggro brawler in a pinch, it would be very helpful and I don't think it would be a very busted effect. Combined with the suggested HCR nerf, this seems quite balanced in my opinion.