See, IMO one of the main reasons you EVER see Tatsu used as a fireball read punish is because it’s mostly safe. It’s airborne, it’s lower body invincible, it is for most of t he characters relatively or completely safe on block, and other than Akuma/Evil Ryu it breaks armor. However those options aren’t always available for every move, and the situations that you’d use it aren’t the same for every character. Shotos have a fireball of their own as an option as well, they also all have the ability to alter their jump arc to SOME extent.
I do think that is the right track though, hence why Cody’s EX Ruffian is invincible on 7F which is the same as a Tatsu though he trades safety, travel distance, and startup time, for speed, damage, and a hard knockdown.
I have to take each thing on a case by case basis IMO. For example, Blanka’s EX Rolling is a charge move, is unsafe on block and in some cases on hit, and costs meter (which as I’ve noted before is a bit more valuable in this mod). You can’t really expect it to be the same amount of projectile invincible as a tatsu when the safety net, damage, and usage requirements are so much higher.
At the same time, Ibuki’s EX Neck Breaker can be used at any time, her regular neck breakers while not actually projectile invincible are low enough to the ground to avoid most projectiles, the attack also goes full screen, breaks armor, causes a hard knockdown, and does 160 damage 250 stun. Plus Ibuki has great mobility options including the ability to alter her jump arc. I think that is one that could stand to have the projectile invincibility start after a like 8F instead of being 1F-28F be 8F-28F
Dhalsim’s Yoga Tower isn’t even an attack and is limited in what it can do, making it not projectile invincible starting on 1F would severely weaken an already somewhat underutilized move on a fairly slow and defense oriented character.
Abel’s EX Roll’s main draw is that it is invincible starting on 1F while his regular rolls aren’t invincible until 5F. Removing that gap would make it kind of pointless to ever use EX, likewise even now you don’t see Abel’s roll past fireballs THAT much unless they are nearly full screen as the roll is almost the same frame count as the fireball’s recovery.
My point here is that there is no real simple answer to this and everything needs to be taken based on a character by character and move by move basis.
I do appreciate the feedback though and it’ll certainly be something I think about more.