No. Peacock plays nothing like Arthur at all. For one, her movement isn't complete shit. Yet, funnily enough, Arthur has more air options than she does despite having no air dash. Peacock's zoning is a lot more rythmic than Arthur who's trying to decide on which projectile would be best at any one moment. Well, he could just fling shit indiscriminately, but that only works against players with little to no experience with him.
I was meaning more to say "Peacock is our pure zoner, if another SG is too much like her, they'll just be an immitation of her gameplay".
And then Peacock is really not all that reminscient of the TF2 engineer. Closest thing thing is maybe her weak bomb that walks around slowly after using it. Nothing that really acts independent of her. And no mine ore grenade type move to set. I guess you argue her item drops, but the only one you really want to ever be using is the one that tracks.
I'd be all for Roxie having something like a sticky-bomb launcher. I always think of painwheel as a character who kinda forced you into minor moments of being overwhelmed (when the Georges, Item drops, and followups from Garbage day all hit at almost the same time), but I'd imagine, much as you note, that Roxie would have stuff on the screen that just lets her advance, and apply pressure. She wouldn't be rooted by any of it, and her rushdown wouldn't come from "quick attacks and super armor", but moreso from hitting in coordination with her assisting screen-clutter.
You say, "simple zoning," and yet all I see with your version of roxie is, "simple rushdown." I personally think that character who is working with differrent sort of turrets who act independent of her once set up, but then need to be maintained (refill ammo, fix it, maybe upgrade it using meter, etc) while also using various explosives like a basic proxminity mine, a remote mine that has to be manually activated, maybe creative grenades like one produces sticky goop to temporarily immobalize the other character, etc sounds way waaaay more interesting and fun to me than, "my attack beats out your attack. Get fucked."
I'd think a "priority rushdown" ideas is already more complex than "simple rushdown", which normally is just based on speed and sudden mixups. I think we both want her to be a thinking person's character, I just think making her a pure zone'r wouldn't do well for her personaliy, inspirations, or design at all. "She a big strong woman, but she spends most of the fight across the screen, hiding behind gadgets!"
I guess the main thing you can say, is that I'd expect her to lean towards a "power, strong" gameplay style, rather than a "runaway" style.
Different preferences, etc.
I doubt Mike would change her now that he has an idea of her in his head though, so I'm only causing myself grief at this point.
I woldn't be too surprised to see you get a lot of what you'd want, even in the current framework, though. Skullgirls chara's don't really fit 100% into any pure brackets, and a well designed moveset could be very open-ended for different styles of interpetation.
The Oil Barrel / Swinging Enginependulum / Gun Turrent / Priority descriptor he gave for her, made me think of a vision of kicking off a rolling barrel, pressuring with Mid-range rivet-shots to keep them still, letting the rolling barrel stick them in blockstun, as it rolls through them.
The lockdown would give her a chance to go for ambiguous cross ups while they're in stun, or, she could blowing up the barrel to cause explosive chip damage. Maybe even shoot a whole in the barrel after it starts, taking away it's attack properties, but laying a trail of oil on the ground in it's wake, which could then be lit on fire by a spark.
Yet right alongside things like that, she could lay the dynamic minefield of annoyanced, to give her time to build and place her gun.