Hilde is a solid character until you start JGing her charges. Once you shut down that part of her game she has to use her range and try to poke you to death. She has a good aGI and 22B is a STC, but both options are slow. Her GB game is above average but her ground game is nonexistent often only trying to force you to block a ?66A+B? for an easier GB. Meter gain is one of her strong areas but with lack luster BEs her only reason to use meter is for GI's and CEs. Which brings me to her CE; 90ish damage, extreme push back, and tech trap setups, it is probably in the top 5 for CEs. Overall, I'd put her in Mid tier even with her charge loops.
Hilde is always a solid character. A good hilde won't be using string charge attacks unless they know it will hit. Her C1A and C1B are decent and C2A is her best move. With good movement, smart charges, and damage potential she has the best neutral game, and with only two of those it's still really good. She also has the tools to force a neutral game with 22B's evasion and risk/reward, 3A's aGI and safety, and 44B's evasion.
She can still make use of those as long as charge times are carefully planned and dropped when they get too high (though keeping B charged for easy 60 damage whiff punishes or even more for C2B isn't a bad option either).
As for meter, yeah, holding on to it for CE is a good choice, but her 66B BE is hit confirmable and combos into C1B for 70, I believe, and is valuable whiff punish tool when her other options aren't available.
Her biggest issue is actually damage. Her big damage stuff isn't all that easy to hit, and without that, she's left doing 60-70 damage for things like C3BA, CH 6BBB, C2A 2A+B, 3BA C1B, and 66B BE C1B, which is still pretty good for how safe she is if she does those moves at the right times, but I find myself relying on CEs to make the difference against high damage characters.
Let's not forget about her advantage lows 1A and 1B, her super safe mids B+K and 6A+B, and the all-purpose 3K.
Hilde has tons of things going for her, but so far she's only good in theory. She is the most difficult character to master completely, with her advanced combo timings changing depending on spacing of the starter, character hitboxes, subtle air control... it's almost not worth factoring in those combos since they'll land infrequently and can leave you wide open to punishes. Even a lot of her doable stuff like effective charge juggling is still only good in theory since nobody I know of has done well with her.