Tabor: 6/4/3/7(5/5)/10, +2 wedge
However, some might bring up the turreted lifter, which is a factor. However, with 5 power, when not turning it is outright slower that Killer Queen, and when turning it is still only slightly faster than me.
So, even if Killer Queen's design is unoptimal, Tabor's drive is too slow to really take advantage of it (face planting or no). And beyond a turret and a lifter, what advantage does it have? Pressing reduces mobility and it has suboptimal armor stacking (only 12 armor on the plow and 8 base armor). Really, the turret is the main thing keeping this match even, and if I nullify it consistently, this match is perfectly winnable.
Anyways, I start in the green square, meaning Tabor's back is to the OOTA zone, which works in my advantage: I can use momentum and aggression to force Tabor to the OOTA zone (and of course flip it in there). Of course, I have to maneuver carefully, and stay away from the center of Tabor's wedge: the middle is forked, but everywhere else is flat vs flat. So, using my better maneuverability, I'll approach there and ONLY there if I can help it, keeping up aggression, getting under and firing the flipper. Even if I faceplant, I throw Tabor 7 feet and it has pretty bad recovery. Then you figure out that it's back is to a OOTA zone...yeah, the goal is to pressure Tabor via flips into a OOTA.
If we flip positions (i.e I face the OOTA zone), I'm going to strafe around Tabor, keeping a WIDE margin. Not angling in, but strafing so I am always in front of it, and Tabor is facing the OOTA zone. That's where I want Tabor to be for the match. And I'll keep it there.