I don't think this would do much, but I wanna jump on this comment to talk about how we think about updating/making a character. What a lot of people here do, understandably, is start from ideas they think might be cool. A lot of junior game designers do that too. You can tell someone's in that pattern if most of their suggestions start with "what if". I call this what if design.
In contrast, as you talk to more experienced designers, you start seeing a problem-first approach emerge. Before we even think about anything we could do, we try to diligently identify and quantify the problem: what exactly is wrong, and how bad is it. This is a problem-first approach and it tends to be somewhat underwhelming because very often once you look at the problem and its impact, the right conclusion to come to is "there's no need to do anything; the problem isn't actually that bad".
Where I'd like us all (including myself; I suck at this) to get is goals-first design. Before we even look at individual problems or entertain cool sounding ideas, we decide what the goal of any segment of systemic design is. For instance, what is the goal of balancing legends? Sure, part of it is to bring down stuff that's frustrating, that feels unfair; part of it is to make it so there aren't any legends where your team goes "well if you pick legend X, you're clearly just trolling" because that's also bad for the game. But in a game that understates its legend design (appropriately! Apex is a gun based game) those will be rare; so what really IS the goal of updating the legend meta?
In my opinion it's force multiplication. We've got a ton of incredibly talented people working on this game, making amazing things: cool looking models, animations with personality and flair, stunning VFX, immersive sound, fascinating lore, and really amazing skins. But when the meta funnels a large percentage of the player base into a very small number of legends, a lot of that work is left under-appreciated. This means in the future, whenever we have the entirely hypothetical choice of making a Wattson or a Wraith skin (and I say hypothetical because that's not how this decision process works, but bear with me) we have to ask ourselves: do we want to make something cool for Wattson that a few players see, or do we want to make something cool for Wraith that nearly everyone will see? One of those will be way more worth the time invested, right?
We can't have everyone picked at the same rate; we can't even get close to it. Some characters like Crypto and Wattson will always be niche picks because of their cerebral approach to a pretty fast paced game. We should try to get easy wins on them where we can, but I don't think a large effort to make Crypto one of the most played legends would be worth the time and person power expended. I do want to make Wattson more fun, but I want to be realistic what our goals are: maybe get her pick rate up ever so slightly while making her a lot more fun for the people who already enjoy her playstyle. What I really don't want to do is put so much power into her that she becomes perceived as a must pick and people who really don't enjoy her feel obligated to run her if no one else on their squad does. I think that would make the game less fun for everyone.
Sorry for the long post, haven't had enough coffee yet to make my thoughts short ;P