My biggest issue is I don't want everyone to feel "same-ish". Sure some characters have special attributes like a hop and everyone will have mostly different specials, but if it comes down to everyone doing A > B > C for almost every situation, then the game begins to start getting boring, especially when everyone has the exact same frame data on their normals and damage output.
Frame data is different on everything other than poke. Here are the normals of the two finished characters:
Tenchi LowA: sort of like a normal shoto c.MK
Naomi LowA: sort of like Cody's slide c.MK, but with more distance/range. This can also be cancelled from StandA to get closer in your combo for a more devastating special ender (with the lightning kicks equivalent)
Tenchi StandA: huge range, big attackbox, big priority
Naomi StandA: shorter range, still a kinda big attackbox, same priority, come out way faster. Only move with long enough hitstun to combo into your teleport knockdown (ending a combo with a knockdown is a huge deal for Naomi, because she gains meter by charging and has a hop for crazy oki).
Tenchi LowB: sort of like a normal shoto sweep, but comes out faster and has even bigger range, you can also special cancel from it like older games.
Naomi LowB: sort of like a normal shoto c.HP uppercut, but comes out slightly faster, hits low on the first frame, and puts them in a juggle state (and because you can special cancel, you can immediately cancel that into a a special that air resets them with neutral advantage on land if you want the extra point of dmg over the knockdown).
These characters don't feel the same at all because the scenarios you would ideally execute one of Tenchi's normals does not carry over at all for the equivalent input on Naomi (excluding standA of course, which tends to be VERY similar across the cast in most games anyway). A > B > C isn't going to be the everyone's best combo, you'll just want to start with A with everyone if you are given a chance to.
This game already has very few buttons to attack with and super simplified inputs, I think asking people to pick between 2 options for an ideal punish is hardly demanding on your memorization abilities. If anything, it's almost insulting that you think people can't even do that much on their own.
You have the choice of like 4 options for ideal punishes all the time, it's based on the range of the opener and your distance from the player.
If an attack is short and quick, people can usually tell it's going to be a weaker attack, typically leading to lesser damage. If an attack is beefier and has more startup, people feel like there's more weight behind it and will deal more damage. Why do you feel like you need to over-simplify this when everything else about the game is made so simple to do already? I don't want to variety lost from the game because unnecessary simplifications were made.
Heavies have plenty about them that feel heavy without them taking more dmg. SFX/VFX/hitstun/startup/active/recovery/range/priority/knockdown/pushback/pushup/cancels, if you ignore extra dmg on them you can modify heavies to be ludicrously good spacing tools rather than mostly risky punish openers. If you put extra dmg on heavies with the properties we have on them now, you would literally do nothing but stand heavy all day and there would be no benefit to getting in deep. I do agree though with what someone said earlier that we should stop calling them heavies and instead call them B normals or something if they stay the way they are now. I'd disagree that variety is lost, because now all of your normals have been engineered as various spacing tools ONLY, not as "this move is stronger so you should inherently get more dmg," which is a pretty boring way to design a move and limits just how strong the rest of the properties can be. This reminds me a lot of the discussion on equal health for characters, and even Skullgirls gave everyone equal health, because there are just way more interesting ways to design characters when you don't fall into the trap of just thinking "big guys have more health." The equivalent thought for normals is "heavy attacks do more dmg." Also we actually DO have moves that do different dmg, we just engineer them around having more hits in them (Naomi lightning kicks punch thing, Tenchi's flash kick antler thing, Naomi's LowB juggle, etc).
On a side note, looking at the alpha build video, I'm not so keen on the short rounds leading to 3/5 matches. The constant break between the rounds halts the action too often. Why not increase the number of health points?
3/5 is in there for the eventual backup-character mechanic mostly, although more rounds does inherently help make sure the more skilled player wins. We might go back to 2/3 because 3/5 breaks the pace too much, but the rounds length of ~25-30 seconds keeps things high tension at all times like SF2, and that's something everybody here really likes, so that probably won't be changing soon even if the rounds change.