OK, after seeing how you fixed it, I've also added 1st Edition Geiger. I guess that means it's time for...
The Revenge of the Return of Thoughts on 1st Edition Characters!
Valerie had two substantial changes, though one interesting thing I noticed is that her innate used to be uncounterable (because Setsuki's Smoke Bomb used to be able to counter innates, as you might recall). The first meaningful change was the addition of Splash of Color to her King in 2nd Edition, making it unable to be blocked if they use the wrong color. Not only does this make her K more valuable, it also helps her flavor quite a bit! If she can knock someone down, they have to not only worry about mixup normals from the character who can chain them in any order, but they also have to predict the color of K that she's most likely to play, which makes it even harder to correctly block. The second one is that Burst of Speed used to be able to make moves reach speed 0.0, which is hilariously powerful. A single Burst of Speed could be used to make either of her supers a true reversal!
Geiger only got a single meaningful change, and it's just to make rules-keeping a bit less of a headache: Innate abilities that would activate from blocking a Time Spiral no longer do so in 2nd Edition. I guess it wasn't that big of an issue in 1st Edition, since the only character with a block innate was Grave... I'm curious what that interaction used to be.
Also, I originally skipped over Jaina because her 1st Edition page didn't go up until @vengefulpickle got the block damage on her normals working (speaking of which, her 2nd Edition normals currently do 1 more block damage than they should). Now that she's up, let's start with that block damage! In 1st Edition, all of her red normals did 3 block damage, which resulted in some weirdness since she could do 3 block damage with a 2 attack (meaning she did more when they blocked!) and return it to her hand for 3 life. If they kept blocking, both players would move into the endgame at the same rate, and if they played anything that lost to 2 attack, she could combo into a straight for big damage and a bunch of aces. That seems particularly mean against Rook, since Stone Wall would have only reflected 2 damage and Entangling Vines would have cost a throw to do anything but prevent block damage -- and if she's determined to keep it going, she can still return it to her hand. This was made even more oppressive by Unstable Power, which you could discard at the combat reveal to rotate any combat card (you don't search for aces, and using it always costs 10 life). Thus, her 2 attack can be rotated to beat faster attacks as well, leaving only dodges as a way to beat them; hence why Rook had a hard time. For everyone else, she could either knock them down (since the old version didn't cancel their KD) or return Smoldering Embers to her hand when to damage the dodging opponent. This let her power them up to put them back in the discard pile and get a bunch of aces every time they dodged. Finally, because her innate didn't have a restriction on when you could buy back Queens and Aces (but face cards cost 4 and Aces cost 5), she never had to let them get in the discard if she didn't want to.
TL;DR, while I don't know if Jaina was considered all that strong, she had some degenerate gameplay that came from a combination of different abilities.