Thematically Lawbringer is pretty damn cool but playing as him and against him is just awful. He has a solid kit and doesn't really need a complete rework, his moves just need a tweak. His main tool is his mixups from shove and thats great and flavourful but the problem is its availability and execution. The only ways to get a shove onto an opponent is to land a heavy attack, block an attack, or use his dodge>shove.

Shove on block: This honestly should be removed. It is a relic of the past and in no way promotes offensive play, while also shutting down your opponent's with no effort or risk required.
Dodge>shove: This move is REALLY slow and should never hit a competent player in 1v1. Increasing its speed to 600ms (from 700ms) should give it some use while not making lawbringer over reliant on it (see conqueror). He should also be able to shove from dodge 200-400ms into the animation (from earliest at 300ms). This would give the lawbringer reasonable time to gb after a dodge to catch the recovery of incoming attacks.
Shove on landed heavy: This is fine, however you aren't gonna land a heavy attack in 1v1 unless its from a guardbreak, so it doesn't really allow you to put pressure on an opponent. This should be extended to allow a shove on a blocked heavy (but not missed), similar to centurion's jab. Since the shove doesn't actually confirm anything this just allows lawbringer to get into his mixups offensively with some counterplay both players must keep an eye out for (dodge or parry the initial heavy)

Now, there is are a few options you can take after you land a shove against an opponent, they are mostly okay but have one glaring problem:

Shove>light: This is fine, and has an appropriate punish (guardbreak) if you successfully dodge it, considering the options lawbringer has from his shove.
Shove>heavy: Doesn't land all that often when the opponent dodges, but can be mixed up with his other options to surprise or condition opponents.
Shove>heavy feint>wait: Another option to mix it up with the previous two to catch dodge attacks.
Shove>guardbreak: I means its an option, but doesn't actually do anything against a competent opponent who dodges upon seeing the attack indicator.
Shove>heavy feint>guardbreak: This ALWAYS fails to grab the opponent unless the lawbringer unlocks his camera. This is problematic gameplay wise because when playing traditionally, as long as you dodge on seeing the attack indicator after a shove, you will never be punished for it, making his previous mixups mean NOTHING, especially if they dodge backwards. This can be fixed by reducing the distance his shove pushes the opponent back and/or increasing his guardbreak tracking.

Now these changes would make lawbringer at least playable but another problem arises: Why use the rest of his kit?

Basic Side Light Attacks: These need to be 500ms, 600 is just parry bait.
Zone Attack: Speed it up to 600ms (from 900ms, to give it the possibly to option select parry with it, albeit being one of the weaker ones)
Swift Justice (heavy>light>heavy): This is fine as it allows him to enter and CONTINUE his mixups, giving constant pressure.
Swift Justice Finisher: This... Will not land on any competent player and I have no idea why its a move. If you get hit by the light after the shove, you are ready for the heavy that follows, as it is the ONLY move a lawbringer can make after a light. This should be removed.
Book, Chapter and Verse: If an opponent blocks the heavy after a shove, the lawbringer can either continue with another shove or light attack. The problem with the light attack is that it's too slow, speeding it up to 400ms and increasing its damage to 20 (from 700ms and 15 damage respectively) would make it decent and considered use after a shove>heavy.
Judge, Jury and Executioner: The idea isn't bad, its just that similar to his shove, dodging backwards completely negates the move. Giving it similar tracking to raider's zone attack should fix the problem. Also a 500ms light attack soft feint that always comes out from the left (similar to Light Riposte) should make it a move to watch out for, especially when out of stamina.

There is just one other changes needed to reduce his effectiveness defensively:

Impaling Riposte: Reduce the damage to 15 (from 20, making it identical to his Impaling Charge) and have it only guaranteed on a light parry, as it along with his shove on block accentuates too much defensive play on him. This would make his parry punishes more in line with other characters while giving lawbringer a considerable choice whether to use this or Blind Justice, with noticeable (damage) consequences if he fails to impale into a wall or ledge the opponent.

His armour has no equal and its construction is a secret of his order, it's surprising he doesn't have any uninterruptible attacks. Rather than giving his regular heavies armour and calling it a day, he should have it on other moves. Specifically, his unblockable attacks. This makes it inherently different to other classes and thematic for the lawbringer.

Shove from heavy: Kept the same.
Shove from dodge: 100-400ms (from 100-500ms), which makes the armour appear after the bear minimum time of 300ms, when you take the dodge into account.
Judge, Jury and Executioner: 100ms-when it would hit.
Blind Justice: 100ms-when it would hit (mostly for outnumbered fights so his parry punishes land).
The Long Arm: 300ms-when it would hit.

Considering his buffs would increase his already fantastic 4v4 use and viability, some of his feats should be reduced in effectiveness. specifically his bomb feats:

Fiat Lux: Reduce its damage to 0 (from 25) and increase the stun duration to 8s (from 4s). Offers too much clearing potential (that's what his zone is for) and is too good for how spammable it is.
Pugno Mortis: Reduce its damage to 50 (from 60).
Igneus Imber: Reduce the damage to 65 (from 80).

These changes would give Lawbringer a thematic and competitive moveset while toning down his oppressive abilities and promoting offensive play.