High mids are nothing new to DOA.
I don't believe he's balance or even has enough compensation. He has very decent mid and long distance game, but he suffers from the same drawbacks he had in DOA4, a bad close game. His speed sucks, and his attacking options in close suck.
Aside from BT 2p+k, from normal stance he does not have any tools to give him a quick amount of guaranteed damage while reseting the rhythm. Maybe 7k but that's pretty slow and is pointless if they can just do a mid/low in their string.
His juggle damage is there but he is extremely limited in reaching it. His side step moves are too shit and his crushes don't account for much.
His throw and counter damage is only average.
One thing unique to Brad though is you alway have the option to get hit and go almost straight into on the floor.
Based on what I just said here are some changes with a focus on getting Brad Wong outside of the close game while breaking rhythem...
7k - i13 frames. This will give him the chance to beat out more mids while resetting rhythm. Scale damage down to 27-30 or maybe even 20-25 depending on how much more useful the move becomes.
1pp - 1i2 frames, natural combo and stuns on natural. Allows the tool to be more available. At the moment he can be jabbed out of the k/2k follow ups, which is change to a mid and low 50/50 situation with the mixup of staying in BT or HS.
BT 2p - i11 frames, stun on counter only. Gives Brad the ability to deal with those who 11 frame mid at the start of the match.
214p+k - Give the stun back he had from it on natural hit in DOA4.
Other suggestions just to give him options but don't affect the balance:
2k+f k2 - the the lay down for consistency. No idea why they got rid of this.
6k8 - kick then he jumps forward to the same distance as the k follow up but goes handstand.
7k8 - kick then he jumps forward to the same distance as the k follow up but goes handstand.
Change 66p+k into 8p+k - Currently the input blocks you from his 6p+k... which was a decent move in DOA4