It would be easy to increase the neutral in this game. All you would have to do do is what other games with more neutral do:
Allow air techs so that resets are harder to implement.
Make hitconfirms harder across the board.
Make all assists give techable on frame 1, or aerial techable knockdowns.
Throws no longer give combo but instead have an "ST" like throw softening mechanic where you can land on your feet after teching.
Now, not only would you increase neutral, you would have made it exceptionally hard to have any kind of setplay and the entire game would basically be neutral.
But that isnt the game i want to play.
The types of games i just outlined have a few drawbacks, the biggest one for me being that it is EXCEPTIONALLY HARD to make comebacks on a game like those mentioned. The reason is obvious. With small combos/low damage being done, one needs to make many reads in order to comeback from a big deficit (while the time is running out)
This is one of the reasons for things like ultras, xfactor, rage, and the like in games with huge robust neutrals combined with low damage.
Easiest way to overcome this afaik, is to make regular 1 move hits do lots of damage, and combo hits do much less damage, while having a mechanic to limit the length of combos so that long combos that do no damage dont become a thing.
Point is this:
Making combos shorter in sg wont auto make neutral more robust. The reasons for less neutral in sg are its reset heavy nature and vortex style of on hit mixups, combined with super easy hitconfirms that translate into very easy abare for damn near every character. Combine that with assists that are ridiculously easy to convert for many characters and offensive mixups that though simple are exceptionally powerful (low/throw and high/low and left/right) and exceptionally easy to setup to boot.
The "problem" of sg not having huge neutral is much less the length of combos, than it is other things.
I dont think sgs smallish neutral is a bad thing at all though. Its actually the thing that attracts me to sg. I like the fact that option wise sg has a VERY robust neutral, it just isnt redundant by making people have to do the same neutral mixup 4-5 times in a row just to get a small opening to do a little combo.
Sg is a VERY direct and honest fighter. It is very easy in sg to see why you lost and make the needed adjustments to win or at the very least be more competitive.
This is because sg is less about "when" you do things as opposed to "what" you do, which is in direct opposition to most every other fighter out there.
Sg is highly original mechanically speaking as far as how the mechanics affect gameflow and id like to keep it that way tyvm.