Like I said before, I really don’t have respect for the idea of a move being “broken if easily performed”. At some point people will learn it and start dominating. The poster-child for this is probably T.Hawk from turbo. Damdai learned his stuff and started pwning fools left and right. Same for roll-cancelling in CVS2. People didn’t think it was practical in RL matches, until the Japanese showed us how it’s done. With enough practice in training mode, all moves are easy to do. You’re not really balancing the game, just increasing the price of entry. For some players, the price is no longer worth paying. There are other competitive games out there competing for their attention. Maybe this is great for more elitist players, because it keeps the FGC smaller and more “exclusive”. Also good for players with weaker decision-making, because they get to lean on execution as a crutch to beat newbies. For people interested in fighting tough opponents, this artificially lowers the pool of competition.
For specific moves, I think it can be handled case-by-case. If you really need those few frames of performing the 360 to balance SPD, for example, just add those frames to the startup or something. This would also have the bonus of making people commit to their moves, which is a goal I support. None of this option-select nonsense. You make your read and perform your move with conviction, and if you guess wrong you get punished.
On “changing inputs means you change move properties”. I don’t see a problem with this. Move properties get changed all the time. This should be no different. Is it really that important for Ryu’s super to be double qcf? Is UMVC3 worse because you can super with qcf3P?
Chun Li seems to have survived despite changing from a qcf character to a charge character from game to game.
The problem with this attitude is that it turns off competitive players who are interested in playing characters, not games. Best example I can give is Tekken. Oh how many players have I tried to get into that franchise, only to have them quit within a week.
Sad fact is that many people want to play Mishima characters, but they are saddled with that EWGF barrier and the competitive players I try to teach quickly identify that there is no point to playing a Mishima if you cannot EWGF consistently. Since they have no interest in any of the other characters, they just drop Tekken completely. Granted, Tekken is a bit of a special case because they put the just-frames on the flagship characters. SF4 did a bit better in this regard because they made Viper the finicky character, not Ryu. Then again, I met at least one player who wanted to play Viper in UMVC3 (he was a Vanessa player in KoF) but quit because of frustration with her combos. Same for several people who wanted to play Zero. These were FG players (but not UMVC3 players) who would have done fine with Wesker and Sentinel, but those are not the characters that interested them.
This kind of talk is like me, a software developer of more than five years, telling a college freshman that C# is not hard because I picked it up in an afternoon. It took me years of work experience with C and C++ to get to the point where I could pick C# up in an afternoon.