There is credence to this argument in the sense that "what characters are worse than Talim?" Having only really played Talim so far, barring my lab work with other characters, I personally don't know their individual strengths and weaknesses too well yet, so I can only compare them to Talim.
The only characters I've heard people actively say they think aren't great are Raph, Talim, and Taki. I don't know what the issues with those other two are yet, I've yet to lab them -- and I tend to lose them a lot as a result. On my list of things to do.
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Far as my experience goes, I've been finding more and more success as I play. This is for various reasons: getting used to a 3D fighter, SC in general, the match-ups and characters, and just getting used to Talim.
I'm actually not sure if Talim will be more or less successful as this game evolves and people actually know what each character can do. On one hand, we might discover some interesting oki options and things of the sort, and already I think our damage optimization has increased a lot. Combo routes for her seem a lot more nuanced than other characters, by far. So we were at a loss at first in terms of damage, but while she is still relatively low damage, she's starting to get up there a bit.
On the other hand, while I have only faced a few Talim mirrors, I can say I personally haven't felt too threatened by her because I know all of her stuff. Now, were those Talims using her to her fullest? Certainly not, but it did offer me a nice chance to see where the character falls short when it comes to her basic gameplan.
This is generally how I view Talim at the moment, and how you can choose to deal with her as an opponent, which I think is important for learning how to play her better...
She has no low game. The only lows she has that are at all threatening are both from stance, and both generally only usable during moments of high advantage/oki. One is neutral on block, the other safe, one converts on hit, the other gives high advantage. They are key options, but both reactable, and evadeable. However, they are still useful. Her 1A is the only noteable one outside of stance, but it's reactable and easy to get clipped out of considering the range disadvantage inherent to Talim. WNS-A is also more an oki-based option, though it is good for closing a round.
That said, I think the patient man's gameplan for dealing with Talim would be stand block. If it at any point you are blocking Talim, her pressure will come to an end if you stand block. You can make it end sooner or punish her if you crouch block, but that comes with the risk of getting blown up for your troubles. If you ever get block an AA, her turn will end, and there is no need to crouch block. Either she stops at AA (turn ends), adds on BB (turn ends whether she stances or not), adds BA (If it was blocked, you will likely be out of range of the throw option, all she can do is kick you, or do AKA or AB. You can GI to cover both options on reaction if you see her doing anything after the A). On hit, she is close enough to hit with the WNC throw, and as a result, does gain a real mix-up, although I still want to test if there is some OS you can do to block the kick and duck the throw. Hard to test that without random replay slots in training. Answer is of course, to GI, which covers both options. Punishing said GI is actually quite difficult on the Talim as she has to commit to an otherwise unsafe B~B. Same is true for stopping RE.
The above is why I've slowly been moving away from WNC. Choosing to use it more liberally, Specifically from depending on AABA as a means for pressure.
Positive backturned Talim is pretty similar. She has no real low threat, besides a meh 2K. However, she gets you to crouch by having a threatening mid/high game. However, if you choose to stand block, you simply eat more pressure, it will end. Maybe you get BT A+B'ed, and while yes she is at advantage again, she is now back to her less threatening neutral stance, where her pressure options are finite. What makes back turned so much better is that she has two threatening throws, a super fast lethal hit guard break which can be delayed, a B which puts you in stun if it hits, an AAB which does good damage and ducks highs/throws. She is SO much more threatening in backturned.
This is why I've been switching my gameplan for Talim to finding as many ways as possible to get backturned at advantage. Even if all of her crouch punish options in BT are punishably negative, they aren't by much and can certainly set a precedent for not crouching. The amazing guard break options also shuts off GI attempts -- it's really nice, as well as being the most satisfying move in the game to use for me. There is so much oomph to that attack!
That said, I think stand blocking is still the best option to deal with her. You can tech throws on reaction, though you will have to guess, but it's safer option than not sometimes. None of this is to say you shouldn't crouch obvious patterns in your opponent, but in terms of playing solid as opposed to greedy, I think waiting out Talim's pressure is the best option. Doing this alone creates some big frustration for her, and then once you start weaving in crouching, she is just whiffing air as most of her moves are highs.
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WNC I find is much more potent when used from other moves, via 44B, 66A and just in neutral.
I could ramble more, but I don't think she's TERRIBLE, but she certainly has flaws. I've found a lot more success by just generally using more B's and K's in my approach. Her 3K and 6K both setup a lot of advantage for her Bs. Also using 8B when the opponent is standing is great. It gives you so much advantage. I've been trying to weave it in whenever I can. Pretty rare to get a plus on block jump normal, even if it does whiff on crouchers, it's still really useful. Not the most painful thing to whiff or get hit out of either -- usually...
Maybe she's the worst character in this game with some absolutely amazing ones, but I don't think she's without potential.