You're looking at stuff from too much of a training mode/theory perspective and not taking everything into account.
Kim is clearly better than iori is what regard? Claw has just as good of normals if not better, Ex command grab punishes that go over 800-900+ with hd, iori has a move that crushes lows and leads to more damage than Kim's also it doesn't get beat out like Kim's does, iori has better air normal, more ways to open people up, has a better guard crush game than Kim, better footsies.
All Kim really has is easier confirms really.
1. Better normals...you are insane. Kim has his D, an advancing, low crushing, leads to a combo, initiative-giving move. Stand B, the furthest-reaching normal that leads into any of his bnb combos, and stops hop. Kim doesn't have the absolute best normals for everything, but the only notable things Iori has on the ground is close C and jump D, which is not as strong in this game as it used to be, and when compared to other moves of the sort like Kyo close C (Kim close D does the same thing anyway). Iori far D is good, nothing special, a lot of characters have this type of move and many are better. Far B, it's nice but Kim's is obviously better; it reaches higher and leads to a combo. Air normals, not that comparable but honestly I think Kim's are better. Iori has jump D but it can be tripguarded, Kim's C has a similar use, and while it's a bit worse for air-to-air, you can use it in a way to not be tripguarded. He has his own crossup/low hitting jump A, and his CD reaches further.
2. Yes Iori's command grab is good...800-900 costs a shitload of meter though especially if you're starting with EX grab. I don't get the punish part though, since EX grab is 5f and that's slower than most characters close C/D.
3. Iori qcb+P does not allow Iori to keep the initiative after it is blocked, and he is fucked if someone jumps over it and hits him...Kim stand D stops jump-outs and low jumps. Leads to more damage doesn't matter when Iori is forced to use meter to convert off of it. Kim simply gets to start whatever combo he chooses. And qcb+P sole purpose is only crushing lows...Kim's D is used for offense, he can just do it and force the opponent to deal with it, qcb+P is not that kind of move. It may have some faster startup but it doesn't really matter since you can't hit buttons on Kim anyway because of stand B. Iori isn't anywhere close to as oppressive or safe from that range.
4. And better footsies...not even close. Kim stand B is the most powerful move of its kind in the game, period. Iori doesn't even have something comparable. Stand C lol?
Kim other advantages...he has a 3f ex flash kick anti-air, which since it's a charge you can't cross him up, and we all know how good cross-ups are in this game. EX qcb+K, + whatever on block, he can basically just spend that meter to get in, which is very valuable in close matches. And then he has has air EX qcb+K, a tool no one else in the game has. When it's down to the wire and people are looking for anti-air ex supers and such, nothing says fuck you like an invincible jump-in. He has the most dominant ground game, now on top of that you have to respect his jump in? which he can do double overheads from? lol. It's ridiculous.
Also terry does have frame advantage on blocked crack shoots especially meaty crackshoots which a lot of people don't do.lol it's only negative in certain situations also crack shoot as an AA is great because you can follow it up, terry has the ability to put an opponent in the corner no problem, can easily space an opponent out also if need be, great normals, good cross up game with jump c and d, great blow back moving him forward allowing him to Kara cancel moves for punishing or better position or hell just frame advantage, he can delay canceling his st d for even more mind games.
Also far st c... That is all
Crack shoot is only + if you block it crouching, and meaty crack shoot is a risk no one wants to take outside the first round, it's too see-able. It's not bad if the opponent has no meter but there's so many good ex supers or DPs that can be canceled into damage a lot of time it's not a good option. Yeah it can anti-air, but it's slow so you basically have to guess. Yeah his far C is cool, his cross-up is good, but his jump sucks unfortunately.
You think joe doesn't have a good mix up or pressure game? That's crazy... Asl the fact that you think joe can only use his stun combo off or people's mistakes means you don't see much joe in action. Joe can go into stun combo without 1 bar he can do it off his light slash kick doesn't cost drive until he starts the juggle... Also like I said he guard crush game is good because if you do dynamite punch and stop right at the 4the punch you have frame advantage you can frame trap off it, or if you hit someone you can link off of it.
Joe has multiple AAs tiger kick AA leads to a high damage juggle slide can be used to lower joes hitbox and if he hits you he can cancel to dynamite punch orrrrrrrr joe can just slide out the way
Well you didn't list a single mix-up or situation he can stun from anything other than a mistake so yes I think he doesn't have a good mix-up game. Tiger kick is super slow as hell, EX is good but when you've got to spend meter to anti-air...the character better have some major other advantages to make up for it, and Joe doesn't quite have that. In fact, he could have hwajais dp+B and he still wouldn't be top. Low-profile AAs are nice and all, but if the opponent guesses right, you're eating a combo. It's a tool for the character to use, but not a reason to fear them.