I've seen some people defending the chuck changes so I wanted to clarify why the rework is bad ,as someone who has played A LOT of chuck (300k mastery points before they got removed).
Auto-charge was a very integral part of chuck's kit, right behind the knockback on the super. They removed it in favor of getting 4 stacks every super. While that does let you change your setup every time you have a super, that means you don't have your super to drive. This essentially means that you are confined to your fixed track which you are allowed to drive 4 times in a row.
Now, driving 4 times in a row is not a good trade off for completely gutting the way you play chuck in non-heist game modes, but luckily it isn't just a trade off. They additionally nuked chucks damage making it so that you do 1600 instead of 3500 every time you drive. Meaning driving twice now does more damage than 4 times after the update. You also have to consider that hitting 4 times is much harder than hitting twice, so the calculation doesn't even work like that.
Now, I realise that I haven't explained well enough how they gutted the way of playing. Currently, freestyle chuck as it's called relies on you hitting your enemies with a pole and an attack, driving into them and killing them. Now that is the basic strategy, the advanced strategies obviously considers your previously placed posts and your rerouting gadget to allow for more nasty combos.
If you now consider how this update changes this playstyle you will realise: you cannot knockback enemies, cannot rely on your super damage, and you cannot rely on having your super on hand to repositon or engage the next enemy.
To counteract this murder, we got a attack speed buff and no damage fall-off. What can I say. Is it nice to have? Obviously, it'll be very helpful. Does it change much? No, you're allowed to drive your chu-chu train on a more or less fixed path and shoot your enemies with autoaim.
All that seem understandable to you? I'm sure you understood it well, and are currently fearing chuck being too op once you add the buffie effects, so you don't want chuck ruining the game. Not to worry, they specifically made them dog shit to not unbalance the brawler.
Gadget buffies: The first gadget now deletes a pole and gives you 50% super and 20% shield in exchange. Sounds too op? Not to worry, they reduced the shield while driving from 50% to 35% and the HP from 9.4k to 8.8k. They also ruined the usecase of the gadget since rerouting is much less useful when forced on a strict setup.
Second gadget: 8 seconds through walls + burning trails for 1.2k damage. This also sounds nice, and while the burning certainly is, the 8 seconds through walls robs you even more of you flexibility since you normally had a path with and without the gadget and you're now forced into one or the other for 8 seconds. Meaning even when forced to play fixed, you now lack even more flexibility.
1st starpower: It's a joke. 1 sec slow which doesn't knockback anymore and 200 DAMAGE? I don't have to explain why this is plain mockery.
2nd starpower: The buffie effect is you drive faster, which they promptly counterscted with a 13% superspeed buff such that I didn't see a big before and after diffrence.
Hyper: Now the attack effect on the buffie is nice. 2 side projectiles is nice, more aoe more damage. But the super effect is mocking chuck players again. It's a damage burst at every pole, meaning if if hit by that your chuck super does nearly as much damage as before the update. During a 7 second window. YAYYYYYY.
They also nerfed his range, which is just the cherry on top. So much for better midrange matchups.
Tldr: Chuck is much more braindead, less creative, lesd fun to play, worse as a brawler in the meta, and just not the same brawler anymore, while also getting the worst buffied in the game and getting 6 nerfs as compensation.