Haha, another very biased Charizard fan here, so keep that in mind ^^;
1. How does the card stand on its own? Is it good, bad, or have potential? Is it worth being played?
This Charizard stands very well on its own. Sure, it needs draw power aid and techs, but what doesn't? The catch is he needs a bench filled, or at least somewhat-filled (3 being a minimum, imo). I think people tend to look at the faults (needs bench, outsped by SPs, beaten by Water, ect) and just disregard it. How could they have made this card better? By giving it MORE Hp and attack power? (Alright alright, less retreat please!!!) This card has tons of potential.
2. What popular metagame decks is it used in?
Charizard is his own deck, and that's the only way things are going to work.
3. What combos can you use it with? How so?
Ninetales forms a prefect draw power combo and absolutely must be used.
Now I'm going to address Typhlosion: YES, he is a great combo partner, but people need to look at the big picture: Charizard is damn fast. Yes. He needs one energy to attack and oh, he's a Stage two? So are a lot of "donk" cards. The catch is he needs at least 3 benched Pokes to match Donphan and Kingdra in attack output per energy. That is scary. Fire Wing needs to be a first priority. So I find there are two ways to play Charizard: one is to focus on speed, and Typhlosion gets you nowhere and only slows you down. The other is to focus on late-game reliability. (Ever tried to match damage output with Tyranitar? Ugh.)
Dialga G. Lv.X neuters you so Pokemon Reversal if Blaziken FB can be considered. Blaziken is also fun very early game against Water decks (Gyara is too fast but Rain Dance is a target).
Rapidash with Wild Guard could potentially be useful early game.
Pokemon Collector is an absolute must. Charizard was weakened by the loss of Roseanne's. Also a must is Pokemon Communication, to cycle out the excess Basics in your hand (Of course you'll want Bebe's in case of Trainer lock, but what doesn't?)
Super Scoop up is a cool option to get an Infinite Charizard Loop going. Have one Charizard out and attacking, throw an energy on a benched Charmander, and if your Zard gets hurt, scoop it, re evolve a new one and continue attacking the same turn (of course BTS is required). Unlikely to happen very often but insanely cool when it does. Warp Point is another option to relieve the high retreat pain.
4. Give it a rating, and explain why you have given it that rating. You can also rate the card by rating the thread itself (out of 5 stars).
I rate this card 4/5. It is an extremely good card that just can't compete with some standard things. You see it in the video game all the time--a Pokemon with good stats/movepool that is UU just because of what it has to compete with.
5. How's the artwork?
Very nice work from Himeno! Its anatomy is a bit jagged and pasted-together in areas, but a lot of Charizard art has that problem. I don't think the neck looks weird--it's just the foreshortening. The background and angle are great.