A pretty good start, overall. I'm not very sure on what makes this kit much of an "assasin". I don't think the low health and easier to hit head hitbox is gonna play very well with one of your abilities being an aura and requiring you to spend a secondary resource to even use any of your abilities.
When I say assasin I mean assasin like Pocket where during team fights you take down low enemies, and not assasin like Haze or Calico who hunt people. She is more meant to be played as either pick hero or as a ganker, she is not supposed to really take 1v1s.
You can always buy metal skin to get free -50% spirit resist, which is pretty huge. You can also cast it while you are haunting your ally and have the 30% bullet evasion.
If there's anything that needs a lot more work, it's Haunt. Haunt looks very overloaded for a single ability, but the more I read it, the more it looks useless. I can see that you intend it to have some sort of deep mind games by making it parry able and proc melee items, but all this accomplishes is making sure that nobody uses this ability against anyone confident with parry (pretty much 90% of players above alchemist).
A lot of abilities have a cast time during which you cannot parry. Pockets 1, 3, 4, Calicos 1, 2, 4, Yamatos 1, 2, 3, 4, Billys, 1, 2, 3, Dynamo 1, Lash, 1, 2, 3, 4, Talon 1, 2, 3, 4, Abrams 2, 4, Bebop, 2, 3, 4, Shiv 2, 1, 4 and the list goes on.
When you first engage the enemy you are almost guaranteed to get a free Haunt, after that you can quick melee a few times to try to bait out a parry, giving you another guaranteed Haunt.
You seem to have left out quite a crucial detail for this ability. Does it dash/blink Witch towards it's target after it's cancelled? There would be little point in getting stunned after a parry if Witch is still far away and can't easily be punished. Do you just snap back to where you used Haunt after ending it?
Good catch. If the enemy can parry you, then you are close to them. So if you long range haunt someone and they parry it you still teleport.
Then there's no point in giving it a 0.25 second channel and making it unable to dodge abilities. I'd probably make it instant, scrap the melee/parry interaction, and make it deal a DoT while you're haunting someone.
I meant to have it give you i-frames, but i forgot to add that in smh. The target who you are haunting should not be able to deal damage to you in any way. The ability could feel too unfair if it had no direct counterplay. Making the i-frame instant, but keeping the 0.25 parry window could work. Some other i-frames have a short startup, however, like Pockets satchel.
I also thought about making it a dot, but it would make the ability too strong.
And if it can be parried, it should proc melee items.