I don't know what you mean by "the worst you want to happen", you can't mean that I would actually want my reset to fail so I can only assume that you are making a general comment about what the worst SHOULD be, I'm gonna take a wild guess and say that you wish reversal supers weren't in the game but I could just be stretching it, just wild speculation.
I think none of this is addressing invincible supers as a defensive tool, and not as a mash. A burst bait set up doesn't (in any case I have seen) look anything like a reset point that you would choose to reversal super. Regardless of your game design inclinations, the fact is that we have a game where the person on defense is going to have to make a read on your reset, there are enough unreactable resets for a good player to force the defending player into a guessing game. If they have the right read to hold forward during a filia combo, they can have the read to reversal super and blow you up. Doesn't matter if you like it, if its invincible and you are anywhere near the hitbox you are gonna get bopped. There is nothing to argue here, its a fact of the game. That is where the conversation should start, how should val deal with invincible reversals? How should she deal with blocking + invincible assist? It comes down to understanding how aggressive you can be with your resets.
Like I was saying before, BB CAN grab you if you delay on the ground, that's an option he has. Why would he choose that option? It's very risky and if he guesses wrong he will probably get CH'd, that requires a certain kind of mind to react to a reset with a throw. Maybe they get a throw combo off on you because you didn't think they would take such a stupid risk, but now you have very important information. You can't just assume he is going to use the perfect counter to your reset. Once you get into the mind set that you MUST to jump because he MIGHT throw you, you've given up your ground game. Am I saying that every reset you should ever do should be a fast fall downback? No, but it sure seems like you think that's what I'm saying. You can't always protect against SSJ, or dynamo, or gregor, and you cant always protect against grabs. My goal is to get you to understand what you are committing to when you choose to reset someone. So many of the sick unreadable resets that people have created can get blown up by reversal super. If filia wants to IAD j.hk for an instant cross up she can because its an amazing and easy to use reset, then every time a filia uses that reset they are risking that the opponent will super. The fact that you are getting blown up by reversal SSJ is that you do resets that also risk getting hit by supers. If you accept that reversals are a thing in this game, then you have to be aware of your opponents options. You aren't mixing yourself up, you are playing a fighting game that gives the defender more options than just blocking and teching. Does that mean that every reset is rife with risk? Now, this game is centered around offense and most characters don't have really great reversals. I really feel like you just want a brainless reset that has all the work done in the lab. I keep trying to come at it at different angles that actually consider what the opponent will want to do but you keep wanting to latch onto the corner cases and remove all possible risk before considering it a viable reset. So we have downback + assist with a visual hitconfirm after the bait, we have short ground delay with no confirmation, just a timed delay you commit to, we have jump back and delay in the air for the same amount of time, you could also call assist. If timed properly these options leave only imperceptible time in between pressure strings, but they will catch reversal supers. No, none of these are the perfect resets, but they are still resets that serve a purpose. It might just be the purpose you want.
Now, are we here to talk about the "inherent properties of resets" or are we here to think about val? Because complaining is useless.