I'm also fine with a guaranteed opportunity, but I don't think it needs to be double direction, the reward just needs to be commensurate with the risk.
As a parry is low risk, the window for reward should be low also, but there should definitely be a reward for a correct read. Enough to have frame advantage, say enough to land a jab. What happens in the rest of the string falls under the usual system or mindgame/setup between the players.
Its worth remembering a restriction on parries which is they cannot be done out of stun, which means the opportunity to exploit them is lower, another reason the reward needs to be there. "Guaranteed damage" I don't fully agree with as that implies you're going to get a good hit in every time. In DOA4 Kasumi can do that if she parries an attack with long recovery or the attacker continues the next part of the string. What's annoying is she gets a good throw mixup if the attacker was smart enough to stop and block.
Lei Fang, Bayman, and Gen Fu, have "better" parries as that creates a clear "advantage" mixup situation. I'd like the parries to work like those, but of course, with enough advantage that LF, B or GF could land one hit without fear of that first strike being held. After that, fair game.
Addressing the overall topic - I thought the article was really good and I particularly agree with Jared's later comments regarding stepping; I know that Jared is a good VF player too so he understands how a refined and subtle sidestep evade can add to the game, in lieu of a counter against linear attacks.
I don't think sidesteps need step a whole string; it should re-track after a window of time, the stepping player does not deserve to have all day to hit the other guy back.
On character individuality, I think its important to separate the idea of what the positives are of a universal system from the perceived negatives of character same-ness. DOA's highly universal system is one of the best things it has going for it, and I think character individuality needs to come from the movesets.
Grape gives a great example, with Lei Fang's mid kick hold. This can be seen as an example of the system's universality working against the character (quicker turnaround times), whereas I see it as a failure to tweak the specific moveset of the character, not that the universal systems in the game are necessarily bad. (Of course the two should both be tweaked against the other, EG if you speed up turnaround, increase stun on a turnaround hold as described below, or make turning around slower and then retweak the relevant moves as needed)
If TN had simply tweaked that specific move to provide more advantage (program the opponent to be unable to turn around as fast when affected by the counter) this would be a stronger tool for Lei Fang.
They improved on this in DOAD. Once again the Hold she uses to activate the situation is part of a universal toolset, but the effect for HER is unique. The discussion on Helena's stance shows us something similar.
That's where I think the two mesh well. It's the same in other games with their universal systems, DOA just needs its individual character movesets to have clearer advantages and disadvantages within the system. The universality of its systems themselves, in theory is not an issue.
Improving on the systems to allow more options is obviously ALSO a good thing, but does not necessarily hurt or hinder character uniqueness; its about what they do with it character to character.