Wow, I didnāt realize Iād start such a hot topic here. Haha. Okay, lemme try to clarify what Iām saying. Characters like Pot are annoying because, yes, the Slide Head is too good.
But the reason I say it is more annoying that heās a Grappler is because, inherently, with Grapplers who have 0 frame grabs (or 3 frames of invincibility as Pot does) is that you can no longer play your game against them. Is that bad? No. Character variety and match-ups are the core fundamental of Fighting Games. But in the case of Grapplers, with a instant grab like Zangief and Pot have, you cannot pressure them. In other words, once you get on top of them, they can SPD you pretty much in any hole you put in your attacks. So what happens is you end up playing some stripped down version of your poking game to make sure you have no holes.
Fortunately, in a game like Guilty Gear, characters like Slayer and Eddie have all sorts of evil things that either trap you or put themselves in the air so they canāt be thrown. But in Street Fighter? Thereās no such thing. You either Jump away, do a DP, or make sure you have no holes. Or just play keepaway. But if the āanti-keepawayā of the Grappler is too good, then the fight just becomes frustrating.
Letās look at Alpha 3 when it first came out. Who was the best character? X-Zangief, remember? His Jumping Splash killed everyone until anti-air VCās were discovered. So not only could you NOT attack him, but he got in for free. And it was real shitty to play against him.
So in Super Turbo, if Zangief is given all sorts of crazy get-in tools, I canāt imagine him being fun at all to fight against. With a character like Zangief, you inherently HAVE to play a keep-away game. Any attempts to attack him result in death.
Best example? The high-level Zangief tactic of Blocking a Jump attack and then doing the SPD so you end in Defensive Crouch. If the opponent lands and tries to pressure, you Grab him. If they attack and do not have any holes from the Jump-in, you block. And then the guy has to make sure he pushes you far away enough or he gets SPDāed anyhow.
(Side note: This is why I despise the Stored Ochio so much. Not ONLY does it allow you to try a throw attempt, but there is no whiff anim. And if he continues to block, you donāt lose the Stored Ochio. AND there is much less timing needed on Hondaās part. And with Gief, you can Jump Back Rundhouse him in the head to hit his whiffed SPD. There is no such option with Honda. And if you step out of Hondaās range, he Low Jabs you.)
Okay, back to Gief. So if you give Zangief a super easy way to get in, he just becomes inherently annoying. Youāll spend your entire match trying to keep him out, failing, and dying. So if you choose, instead, to attack him, you just end up having to risk your life all day with all these holes in your offense to get SPDāed.
Zangief, especially in ST, needs to be equipped with Tools to get in. But he needs LOTS of semi-decent Tools that all serve a different purpose to allow his mind games to help him win. Not give him some ridiculous Jumping Down + Fierce like in Alpha 3 that beats everything.
Potemkin is annoying, yes, because of the Slide Head. But the reason it is annoying is because you spend your time trying to stay away from him, and it gives him too much option from far away with so much reward. Letās pretend Pot has the Slide Head from AC but no Pot Buster at all. Suddenly, the Slide Head becomes moot, because you are spending your whole round ATTACKING him now. You arenāt worried about him Pot Bustering you in the middle of your holes. So yes, the Slide Head is good, but only because of its coupling with the Pot Buster.
Edit: Oh yeah, and trust me, I am NOT in favor of fireball games at all. Iāve never used a fireball character in my life, and every time I do (like Ken in ST), I forget I have them and I just attack without them all day. 
Okay, this post is too long now. Iāll shut up now.