I'm actually pretty annoyed (if not totally completely unsurprised) with ASW's reasoning behind some of the changes they've made.
Lowpro is the first. In old Gear it used to be that you had something like old Axl 2K and could use that to do the obvious thing of ducking fireballs, but you could also use it as an unorthodox mash on certain buttons that hit higher off the floor. Take Slayer 5K; absolutely nutty button, Slayer wants to press it a lot. But then he runs into an Axl; he's never fought Axl, and now his god button that he can use without thinking much is being played around, and he's gotta work differently in that space or avoid it altogether.
On top of that it made for an unusual anti air in the sense that you shrink down to fuck up their jump in and make it whiff.
ASW sees this though and acts like this tiny interaction and matchup knowledge is too much of an advantage for Axl, as if because it's good against the Slayer 5K it must be too good against 100% of the cast and so they take it away. It's just one, small thing in an ocean of knowledge, but they do this ALL over Strive for EVERY tiny little tidbit and try and excuse it as "well we want every character to behave the exact same way against each character of a particular archrtype". Just feels so homogenous and dumbed down and I have next to no idea who this is for. It's certainly not going to help a new player who they want to retain out of fear of it being too hard, because there's so much more shit a new player needs to prioritize before Axl/Slayer MU 2K vs 5K dynamics even remotely begin to matter.
Anyway, there's more, but you could just apply the same frustration to each thing they change in the name of simplification for this dogshit game. Hurtbox homogenization in the air? Sure, why bother learning your routes, just shave off those little nuances like "Johnny LV2 K Finer drops in the corner on these 3 characters so add a couple filler hits to space yourself out".