Mag and Storm don’t have vitality, so it’s a trade-off there.
I think the reason Guile doesn’t make a great point is because, a] what’s he really going to do with 1 bar?, and b] his assist is very good, so he’s often better-spent in a reserve spot. That’s just my opinion, but if you worked at it, you might be able to make Guile a viable point. I have faith in the potential of pretty much every character in the game, so I’m sure it can be done.
I’ll list some important things here and then I’ll point out what Guile has and doesn’t have to get you thinking about what makes a good point.
1] Mobility (air dash, double/triple jump, flight, teleport, crawl/slide/roll, ghetto air dash, float or drop etc)
2] Mixup potential (pretty much tied in to Mobility)
3] Ability to zone / safely cover zoning assists
4] Useful supers / DHCs
5] Reliable guard-breaks
6] 1-hit kill / vortex-mode
So in terms of mobility, Guile is in the lower echelon of options. He can dash, jump, and super-jump as per normal. Other than that, all he has is the ability to stall or stutter his jumps/sj’s with the air Flash Kick. This can help create some new angles with him, and is better than nothing, but at the end of the day it’s not like he has all that much mobility. He also has that air super, which on whiff can be used as an air dash. Luckily he does make up for it a bit with his high-priority normals. The launcher is particularly good.
I don’t know that much about Guile, but in terms of mixups, its safe to say he’s not top dog by any stretch. As far as resets, he doesn’t have any combos worth breaking to try for more damage so you should probably concentrate on getting a hit and finishing combos.
His zoning is pretty good, depending on what assists you run. Sonic boom is probably pretty safe, but if you get to random with Flash Kicks its punishable.
His qcf+PP lacks range and isn’t safe on block. All it takes is a push-block and he’s dead. Qcb+KK isn’t bad, but because of the fact that it launches them sky-high, its hard to DHC and still get some good life off the super.
Not sure about guard breaks, maybe something like call an assist, SJ Flash at low height, assist hits, falling FP, launch, AC. Pretty standard stuff, nothing broken.
Definitely doesn’t have 1-hit kill or anything close to it.
I can respect that you want to learn low tier stuff since it is more fun. The real trick is to learn the way the game works. Low tier at a high level really just boils down to gimmicks. 1 or 2 of them isn’t gonna beat a good player, but if you can build up a library of strange tools, you’re in business. I know that sounds esoteric and unclear, but it’s impossible to go into specifics unless you’ve spent a lot of time with the bum characters.