I feel like trying my hand at this too.
Sophie:
Punishment: 3/3
Standing:
AA i12 20 dmg +4
236B(:)(4) i14 30-55 dmg KND One of the best high speed punishers in the game
66K 236236B i15 56 KND
236236B(:)(4) i15(but usually a few frames slower) 50-80dmg KND(RO)
3B 236236B i20 68 dmg KND
Crouching:
FC A i13 10dmg +4
236B
66K
236236B
Sophie can get in a lot of damage at low impact frames, especially with quick reaction and good execution. The stabs also notably have very good range and 236236B can combo to itself on the block of some moves making them almost too dangerous to use. She can't punish speeds quite as fast as some, but over all I would say her punish game is about as strong as it gets.
Offense: 3.5/5
Sophie has fast pokes with good frames to thwart retalition(BB, 6AB, 44K...really much of her movelist), typically good frames on block and very safe soul guage damagers (4B+K, 66B, 66A+B, and 22A which tracks step). Among her UBs are some of the better ones around even after nerfing(WR [A+B] is useable and 11A[A] even moreso) and her command throw has the coveted small break window. A+B aGI and agresssive TC/TJ/TS(236AA/236236AA, 9K/9B, 22A, B+K) moves round out her ability to keep pressure. Sophies lows are fairly weak however in terms of recovery and her grab goes nowhere. This causes problems when nearly every attack in her move list with + frames on hit leaves her out of grab range regardless of where she started(exception 4B). Her inability to force mix-up situations in this manner might arguably make her less than 3.5 in this category.
Anti-step: 3/5
2A covers right strongly and left weakly while her grabs track both ways in very close. AA is fast and tracks both ways out to about close-mid range with 3K similar though not tracking completely to her left. At mid range there are problems, 4A, 236AA, 66A, 3A, 236236AA are all not quite fast enough to beat step guard and have mediocre risk/reward ratios, albeit not terrible. 3A is serviceable at mid-long attacking of step as can be said of 66A at long where distances after block and the nature of step at those ranges changes, but still nothing to write home about (maybe speed).
Post GI: 2.5/3
3B 236236B 68 guaranteed
66B 236236B 76 if they try to re-GI
It's braindead and the damage is fairly high, but some people get better.
Spacing: 4/5
This was the category I least understood the criteria for, but I'll go with that I think it is.
Sophie can muster plenty of moves (BB, 4A, 6B, 3A, 4B...) that are reasonably quick with good range which can be used to to to increase, decrease or maintain distance safely while attacking. Didnt give her full points because she is ot range by some characters in the ability to do this.
Keepout/panic: 3.5/4
Though a detriment to her offense, sophie's pushback on block is strong, especially when taken in conjuction with her safety. 66B and WS K are both -2 with significant push back. BB, 4B+K -6 and out of astas grab range(thus all of them). There are plenty more with similarly good properties. As for panic B+K can work great for denial having both a TJ and a TS and her generally good evasive moves as mentioned in offense allow for attacking at disadvantge. Another point to note is that since she is one of the games faster characters, the choice to interrupt at disadvantage is frequently an option. She has decent moves for CH also (6AB, 44K, 2BB).
Wakeup 1/3
Sophie's tech traps hurt quite a bit, but her ability to get you into them is so-so and she can't provide convincing reason for you to stand into them usually. On a normal knockdown all but the lowest damage attacks cant track ground roll both ways and the attack speeds are disparate for each direction to boot. Should opponent stand into sophies close rnage mix-up then prospects are better, but the convincing reason to do so is once again absent.
Damage 4/5
Sophie puts out in the damage department, getting 50+ damage for all sorts of things at good speeds as well as 60s and 70s for launchers and combos. With the ability to do her JFs this can be increased even further. CH 66B+K and 236236B can get up to very high damages (89 and 100+ respectively) and will land as such from time to time. Her grab damage is not bad either with the 55 dmg command grab, possible 2nd hit of B+G and 70 dmg right side throw. Her other throws are bad though (40-) and the lows you can actually hit with (2K, 1K, B2, maybe 11A) are underwhelming by far.
RO ability: 2.5/5
33B (BT B+K) ROs for a very long distance behind her if you can land it, but it can be hard at times due to the moves speed and range. Though plenty of decent speed RO possibilities exist for interrupting(CH 6B, 4B+K, 236K) and even step trackers(22A, CH 4AB), she has little answer to a concerted step guard effort with no ducking. She also cant control opponents ring postition on block or on the ground very well making it difficult even pushing opponent to the rings edge.
/edit/ hmm ended up writing a lot. Anyway I'm by no means an expert so give me an earful. That adds to 27/38 I counted