@AndyrooSC
1. His stand out strengths?
Meter gain, Attack speed, movement speed, strong mids, strong lows, wide array of moves that do extra damage on counter hit, wall pressure and ring out distance, evasive moves, lots of different offensive approaches available especially up close that are very effective. Also has a wide array of options for tricky play, like damaging yourself to gain meter or doing a move that kills both your and your opponent when you're up in rounds to close out a match.
2. His stand out weakness?
Lack of range and lack of whiff punish damage from mid range on unless he has meter and the whiff is big enough (his Critical Edge has infinite range though is a bit slow). Expect to be bullied by long range and fast mid range attacks which can be overcome by good movement, careful spacing, and placement of counter hits and dashes.
3. Any important stand out moves and why are important?
* His AA and BB are very fast and have CH confirm extensions AAA+B which costs meter and BBB which gains meter.
* Full Crouch 3K is a low sweep that's fast, damaging, mid range, only borderline reactable -- very unsafe -- but very threatening.
* 1K is a fast low that does a nice chunk of damage, is only mildly unsafe, and lets you continue pressure.
* Three excellent mids to compliment those are 66B, 3B, and 6A+B, first allowing you to continue pressure on block and the latter two transitioning to stances or strings for a further mixup that keeps them safer on block.
* b:A, 44bB, 6BBA+B, a few a other counter hit moves are there to stop them from keeping your threatening close range mixup game out with incessant attacking.
* Evades like 44K (crouches under highs), 9K (jumps over lows), and 22A (sidesteps then crouches) can go around attacks in various ways, too.
And I could on, he has so many A grade options, enough to overwhelm the opponent with possibilities and be versatile enough to cover lots of different combinations of options or go for hard reads. (I should also mention 2B+KK, or MED K, a long range lunging mid kick that leaves you Dragonfly stance, a nice way to force yourself in.)
4. Easy/Intermediate/Hard in terms of execution?
Intermediate to hard difficulty in execution of combos and key moves and required CH confirming to make the most out of the character.
5. Easy/Intermediate/Hard in terms of gameplan and complexity?
It's possible to play him very simply and mid/low mixup oriented and be effective (though high risk) but his unique meter management and strategies that take advantage of stage position reward him to an extent that Yoshimitsu players can expect to be rewarded for effective long term strategic choices more than when playing other characters.
6. Overall archtype / what kind of player the character will suit?
Speedy offensive character, not necessarily "rushdown" as that implies staying in the opponent's face -- instead he tends to push the opponent away, which forces him to get in again, until they're cornered, where the offense can be overwhelming. Passive-aggressive and even defensive playstyles can work in many matchups.