I believe the issue is that having “frame advantage” as a static number contradicts the idea that it’s simply the difference of block or hit stun and the recovery frames of a move.
This can be expressed as:
x - y = z
where:
x: block/hit stun frames
y: recovery frames
z: frame advantage
Take note that this doesn’t even take into account when the move hits (hitting earlier or later could result in more or less recovery) and where (distance is also a factor).
Now, by adjusting z, the system will have to tweak either x or y. Now from your example, it seems that the system tweaks x. The issue we’re seeing from your example is that the system seems to vary the hit/blockstun depending on when a move hits to satisfy the set value of z as seen in your example.
Here we see the system giving a move 6 frames of hit stun to satisfy the set frame advantage value of +2 and I’m assuming that it’ll vary the hitstun to always make it +2. This sort of goes against how this thing traditionally works. For one, it takes away the players ability to adjust their timing to hopefully make things safer.
Now if we did this traditionally, say the same 20 frame move. From the values given, we can assume 6 frames of hitstun from 4 frames of recovery from frame 16. However, consider that the move has more active frames than just frame 16. If the move hits at frame 14, then the frame advantage goes down to 0. If the move hits at first active frame, then the move is now at -6. The move now then goes from a pretty, for lack of a better term, “YOLO” that always has 2 frames of advantage to an unsafe move that good player would time right to hit within frames 15 to 16 to get frame advantage.
This becomes even more important when it comes to chip and block strings. With set frame advantage, it becomes a bit too easy to set up long blockstrings and lockdown tactics, even with pushback since the blockstun remains constant regardless of timing and distance.
EDIT: I also realize that said 20 frame move would be a bad move in any traditional 2D fighter. This is why outside of stuff NRS makes (which in no shape and form should be looked at as an example of good 2DFG design from a technical POV), you rarely see moves that take up that much time, and any such move usually has multiple hits or really long reach.