On combos: How short do you guys want them? Currently the most I'm seeing is 9 seconds + super from one bar combos, and with undizzy how it is now you still get to have multiple paths to take in your combo options. I personally think the length in the beta is fine, but what exactly are you guys looking at for length?
On neutral: What are you guys looking for here? Of course assists make up a large part of the neutral game, but unlike what a lot of people like to think, the neutral game is more than just "Call a DP assist and run away if it's blocked" (look at videos that aren't just Dekillsage vs Duckator; look at OmniSScythe, for example). Also, Skullgirls is just really momentum-heavy with how combos and resets work. I don't think there's really a way to force more playing of the neutral game once someone gets a hit aside from proper teching, avoiding resets, pushblocking correctly to get out of pressure, etc.
I think combo length is pretty solid in beta atm.
On neutral, I'm looking for less emphasis on assists (a problem which you dramatically understate) to confirm. Here is a video in which one of the best solo players (KhaosMuffins) using arguably the single best solo character (MF) loses hardcore to Updo (you lost roughly 90% of your life both matches to updo confirms before being chipdeathed by Peacock... well the second match, updo put you in the reset mix up that took off most of your life).
The first game Sev vs Duck could be renamed to Updo vs Updo (vs home button). The most exciting part was Sev's solo Double.
The third game is admittedly much better (in fairness... neither had updo as Winnie leads with Filia).
I don't remember part 2, and I didn't watch it after part 1 today.