In my opinion, Singularity takes a lot more effort than the average killer, but for the vast majority of games, especially on maps with a lot of LOS blockers, his power is often not adequately rewarding. It seems like there are already values in place that can be adjusted to make a lot of the pain points for such an interesting killer more bearable.
This brings me to the changes I would suggest for him, most of which boil down to speeding up his biopod tagging process to be more forgiving and adequately reward good gameplay. Often, when entering a biopod, even with fast camera flicks to the right area, the biopod assimilation/teleportation mechanic will effectively be fully charged, then not tag survivors or teleport to their location. There already exists the values, 0.6 and 0.8 seconds, that could be slightly lowered to 0.4 and 0.6 seconds respectively, thus combatting the pain point. Furthermore there are plenty of instances where the lock on mechanic detects the survivor slightly, then struggles to continue the scan multiple times before they eventually leave LOS. There is already a 0.3 second grace period in place where lock on progress doesn't reset that could be adjusted to 0.4 seconds to make it more forgiving.
The final two changes would reward foresight from both sides and help balance EMPs without touching their values. These two changes are adjusting the lock-on cooldown after assimilation/teleportation to 2.5 seconds(was 3.5) and having EMPs break upon hitting a survivor. As they currently are, EMPs grant no real game slowdown and are primarily free counter-play for the survivors unlike similar items (Xeno's turrets, Wesker's First Aid Spray, Nemi's Vaccines) that can be used as a tool in their kit with good killer gameplay. Since the EMPs print on their own and survivors can just sit on them to clear infection the moment they get podded from a distant camera, it almost entirely serves as a hinderance to Singularity rather than a tool to slightly slowdown the game. The chain teleports from biopods are also what I would consider one of the most satisfying aspects of his kit, but are shut down too harshly. The EMP's in terms of strength feel balanced, but Singularity does not gain the same benefit from survivors using them as other killers with similar mechanics do. Ideally, similar to setting up turrets against Xeno or cleansing infection against Plague, survivors would have to make the decision to either spend time to preemptively disable pods or risk saving their EMP's for chase.
None of these changes would make Singularity the strongest killer in the roster by any means, but would help adequately reward good gameplay from people who dedicate their time to one of the most high effort killers in the game, while making the average player trying them out have a more positive experience. At his core, you still have to be good at M1 looping as Singularity to get full value out of him, and there are plenty of interesting mindgames that occur with his Overclock that reward intelligent gameplay on both sides. I honestly didn't expect to write so much so if you made it down here I am impressed. I just hope Singularity get's the love he deserves because of how interesting he is as a killer.