I think this has gotten a wee bit off the rocker. Lets get back to some basics of the thread:
Having motions be hard for the sake of it is bad for a couple of reasons: 1) It makes it harder for beginners, 2) adds extraneous difficulty which in the case of a lot of move is just there for the sake of it.
720 command grabs present an interesting situation because this motion is hard even for experienced players. The number of people who can legitimately do a standing 720 is ridiculously small. This is the one instance where the command puts some serious restrictions of when it can be done. On the downside this means that grapplers aren’t able to have their supers on command like other characters; whether you feel this is good is kind of personal, for the devs this is a design choice.
As far as beginners go, double motions are really awkward. DPs probably come second and fuck it all if I’m teaching somebody how to chicken wing. Regardless of my ability to do all of these, after extensive observation I can safely say that some of the motions can present issues for newer players. By the growth of SF4, its been shown that people will overcome these if they really want to but then there is the question of whether there is any value to that extra input in chicken wing (it doesn’t really overlap with anything so meh).
From the popularity of smash, and from the admittance of some of its players, they took it more seriously because some of them found regular FG controls hard. This means, conclusively, that there are people who will give up on this if they find it too hard. Then the situation is: where do we put the right amount of accessible to do the most benefit? Special moves could definitely use the help. 360s and 720s are by far the most contentious.
At a high level we can reliably do these basic things. Whether the input is hard or not, we are gonna learn how to do it. Barring 360s, is there really any merit to making a move hard to do for the sake of it? It seems like all it really does is inconvenience us and make it harder for beginners.
Just Frame moves seem to live in that world too where they are hard to do for the sake of sort of having them. I personally don’t like Just Frames, its easily THE stupidest thing to base a character around; on the other hand Electric God Wind Fists are hype as fuck and @Patroklos gave you them warm and fuzzies when you hit his JF stuff; C.Viper is kind of similar in that she only really makes sense if you are doing her cancels.
Now take a moment back and realize that FG, specially japanese ones, try to cater to a lot of people. If you don’t believe this, look at the crying over XRD’s roster (and SCV as well). training mode people are gonna want their character that lets them training mode. Whether or not these have merit in existing is technically a topic of discussion. For better or worse, C.Viper got to around for free because not everybody had the execution for her (which was only and still kind of is required just for her).
Side note: All things considered, Skull Girls has one of the more frustrating combo systems. Its really easy to fuck up combos in that game. I enjoy it a lot, but some characters require certain paths that are easy to fuck up.