My thoughts on this:
-Remove all tracking from QI B. That move is good enough as it is, it shouldn't track like it does, as it makes QI A completely useless anyways. QI K seems to have much less tracking, especially to the left side. I'm not sure if they could change it without causing whiffing issues.
-Algol's 66B is fine as it is. At -4, standard AA/BBs will beat all his options besides crouch/sidestep or the hugely unsafe 623B. Compared to Pyrrha Ω's or Patroklos's 66Bs, it's nothing (both are -2 on block, Ω's hits grounded and tracks to one side, both give 70-80 meterless on NH). Also, it's only about 40 damage on hit with 3B combo, and this combo gives a poor oki situation anyways due to the knockback of grounded 3B. It's also completely linear with no tracking to either side.
-FC 8B BE was already nerfed in air combos in 1.03. Algol's biggest damage options already require landing 44B, which is i27 and linear. Coupled with the fact that he has some of the worst meter building ability out of the entire cast, his damage output is about on par with other characters. Of course there's the free meter when the opponent reaches game point, but I think that's an awful mechanic and should've been removed to begin with.
Algol also has plenty of other weaknesses that prevent him from being "S" tier (i.e. greatly above the rest of the cast in a way that lower tier characters have no chance of competing). For one, his stepkill is a joke. All his options are either too slow, unsafe, or short ranged. In addition to that his own movement is probably the worst in the game. He can't control space nearly as well as he could in IV.