I'd appreciate that. I still need some examples though. What exactly is Kokoro's offensive pressure? What are Kokoro's best ranged tools (I know 214P is excellent but other than that I don't know)? How much reward does Kokoro get exactly from a successful read? etc.
Alright, I'll try to dig in as well as I can.
Hayabusa deals more damage than Kokoro does; normally by a difference of 10 ~ 20 points per juggle, and deals significantly more throw damage / has faster throws than Kokoro does. He also has more guaranteed damage setups than Kokoro does. Although Kokoro's no slouch with environmental damage herself, Hayabusa also has her beat in that regard. These are the only places I can think of where Hayabusa beats Kokoro.
I believe Kokoro gets similar damage to Hayabusa when the opponent is launched at level 1 critical stun (but I don't have the game on hand to check right now). She has numerous moves which, on block, force the opponent into a situation where the opponent must guess between heichu throw, and a followup that either stuns, or knocks down for oki. She can also sacrifice some damage when juggling an opponent for good oki setups. Although every character has ways to do this, I haven't really seen any Hayabusa player demonstrate a method as effective as Kokoro already has. She also counters him very well at just about every range since her hitboxes just knock him out of stuff, and she's faster.
These moves in specific have dumb hitboxes that beat out stuff they shouldn't beat out (from shortest range to longest, or close to it)
3K, 236P+K, 66P, 8P, SS P, 214P, 46P. These moves are all pretty low risk on top of having dumb hitboxes. The moves Hayabusa can use that will stuff these at their optimal / near-optimal range are much riskier for him to use than any of these are for Kokoro to use; the vast majority of Hayabusa's good spacing tools are throw punishable now.
Hayabusa also doesn't have any amazing sidestep attacks (although SS K can be scary), or a special sidestep. This means than once Kokoro's offence train gets chuggin', Hayabusa has to make a good read (especially since she doesn't have any important moves that can be held on reaction; 33P and the like aren't vital to playing her). Being forced to make a read opens him up to a lot of the same horrible things as it does with other characters.
I don't know if that really explains it thoroughly enough or not, but it's the most I can think of without having the game at hand. Feel free to ask questions.