You're seriously over-exaggerating.
Uair was reduced by 1% in damage. The KB loss is literally marginal. It's practically a non-issue.
Limit Charge takes an extra 38 or so frames. An extra .42 seconds. It's not even a full half second of extra charge time. And you can still build limit via dealing damage and receiving damage. It's also a non-issue.
FT is not totally useless because it was untouched on the ground, and aerial FT is still viable.
Please read this.
https://www.reddit.com/r/smashbros/...ing_up_misconceptions_about_clouds_finishing/
If you dont want to read it, it basically says, the closer you are to the ceiling, the more like 1.1.4 Aerial FT will act. This means that CPing to low ceiling stages will be important if you want that Aerial FT kill early on.
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With this being established. Our gameplan has hardly changed.
Continue playing Cloud the same way aside from FT kills from aerials like dair and uair. Those have to wait maybe 5-15% later before they'll kill.
If you think these slap on the wrist nerfs are enough to make you drop the character, then you didnt have much faith in him from the get go I feel.
Just so you know, only the aerial version of Finishing Touch got nerfed and the up air nerf makes it easier to follow up from it.
Longer charge time is pissing me off too, however.
Reduction in damage also means a reduction in hitstun. With no KB compensation, saying that Uair all around is easier to follow up on, is not entirely true.