Something that has been done a lot that I have noticed with the character reworks is that in some sense every character gets their own new meter to manage, crafting tab and lots of perk soup (minute perks that just should not be there). I really dislike this approach to be fair because not only can it make characters often opt-in and opt-out at times, as is the case especially with Winona, as opposed to staying as a character for a very long time to see how they make your gameplay different in a fun way, but it also makes it slightly arbitrary as to why these certain items can't. There is a lot you could do with simplicity and things are much more recognizable and Klei has done it before, you will find that most simplistic yet significant characters are usually the most useful in a team setting. If it was one character (and personally I think it should only be Wickerbottom who stays like this because she was the first to have this sort of thing and pretty much all except one of the books that she has are amazing to use, but when you spread this type of mechanic to so many more characters it just looks like you are trying too hard to make them seem quirky).
When don't starve's Strange New Powers update launched many characters were simply given special items as one of their perks, the other being some passive mechanic like fire immunity, saying meh to sanity or some other stat as well as a drawback that really changed how you play. These special items were almost extensions of the characters as they served almost exclusively as a perk of them. During DST's initial development however you soon gave up on that idea for whatever reason and the only character that actually still has a special item which cannot be crafted and can only really be used by that character is Woodie's axe Lucy which sadly has been neglected besides a few niche uses in favor of crammed in extra transformations, which to me personally ruined thematically the already mechanically flawed character. One exception (again, exceptions) besides Wilson I would put forward to having a special item as a rule would be WX as entering with nothing but having massive potential regardless (which WX definitely does have with gears and lightning boost) shows how WX sees itself as superior as is, being a robot and all.
I wanted to say this because there has been a lot of tweaking with Wolfgang recently and to some degree it appears as if half of the gameplay is almost ending up a mirror of what Wigfrid has going for since you can choose more whether to tank or kite and just use whatever perk utility you have to buff your combat prowess and keep it going for both characters that are stronger than average.
Because of this I would suggest to ditch the mightiness meter completely, bring back the mightiness based on hunger, but do keep it static instead of gradually decreasing damage output like it was before the rework, and I would really encourage it being x1, x2, x3 damage (yes, tripple the damage at mighty form) based on mightiness instead of x2 maximum and everything else being lower. Even though I don't play the character a whole lot, it does look like a core theme of the character was lost when mightiness was not based on his hunger anymore. The dumbells are an obvious item to have as his special item but it looks like you noticed that it would clash with the hunger-dependent mightiness, so how would you fix that without the meter? Well, keeping single special item purpose in mind, if you only keep a single set of all the dumbells and make it a "click to use" item instead of equip oriented (much like the pan flute or Wickerbottom's books) you could make it so that when used, they drain a bit of hunger instantly but freeze the hunger drain momentarily, let's say a minute, but will be made null the moment you eat something. And then there, I think you have successfully implemented a character's special item that has a quick and effective use for its intended purpose, while staying true to the idea of the character. The gym is a neat structure but if you do keep it, just throw it into the structures tab and it could play a similar purpose except lasting for much longer while draining a bit more hunger per workout click while being less hunger costly for the hunger-freeze overall.
So what about his downside? If I were to guess he is supposed to be a character that can be inhumanely strong but is easily scared and for someone like his character I would also expect to be a big dumb goof in a sense. There was support for the idea of his max sanity being low, something like 100 but strangely there has been no change to this, his sanity is still the same 200 as our gentleman scientist Wilson. If it was changed you could then also use this to create a very effective and unique drawback with it. My suggestion is to have him get stunned and play a "scared" emote (but not taking damage) when this happens in a wider radius than hit reach from creatures that attack him while he is low on sanity/insane. This way you ensure that he stays more true to the character of being strong but wimpy and players will have to keep a keen eye on his sanity especially since it is at a low 100. Even if this sounds excessive, you can experiment on how this could work. I know there are other characters who have trouble keeping sane, but this has so far been the most interesting way that I could think of having a downside for such a character for making the gameplay thrilling and also leaves nightmare fuel farming more for the other characters to take care of allowing for some awesome character cooperation synergies.
It never made sense to me why piggyback has to have a speed loss in the first place. It is a very costly progression item from the backpack, FOUR pig skins (this is the most insane part of the cost), SIX silk and some rope and it still has a negative 10% speed loss while wearing it? If the Ice Cube (which you should revisit as an item) was any indication of passively worn items like this over extended periods of time was any indication of something being wrong here, there. The marble suit's slowdown works because it's only something that you periodically would put on for combat and when taken off but kept in inventory it does not slow you down, same goes for insanity auras of dark sword and night armor. You can't really do much the same with a backpack type item or weather clothing because you will pretty much keep those on so long as you are not at base.
To summarize I am trying to put forward the idea that had been kind of going well with don't starve when it first came out. Having 2 positive and 1 negative perks (with an exception), 1 involving a special item, another being something passive but noticeable and the last being whatever interesting negative perk you can think of to make the character's gameplay different, should be the approach you should bring back with all this, and maybe revisit some previously refreshed characters again to reflect this. This is not only how you achieve balance but fun and recognizable gameplay changes. I am saying this because there are a lot of complicated single-thing mechanics that you can squeeze down to less while achieving similar results. You can take Wanda's watches for example, I guarantee you that there is a way you could cut them down to 1 or 2 watches if you really wanted to while still having all the perks of the same 5 or 6 watches.
I will say though that what I really do love about the changes to the character is the fact that the mightiness effect stretches further than just pure damage that doesn't make it feel like perk soup and if you were to delve deeper into that some things that his wimpy form can/can't do like lifting heavy objects at all could be interesting to explore. I also appreciate the more responsive approach you have taken with the beta branch updating, I hope you keep doing what you have been during this QOL beta in the future updates to come. Not just fixing bugs and then launching to live version a week or so later but actually considering feedback and improving changes while also fixing bugs before launching to live version so that things can be improved and revisited in experimented and tested bursts and notably so instead of just theoretically putting things together.