You're describing Akira combos with different input execution difficulties and that's fine, but this is Nyotengu we're talking about, it's not like she has any execution lol. And all the combos in that example were performed against the same exact wall. If each combo displayed in the example was supposed to cover some kind of niche, then I have failed to understand what they were.
You are not incorrect on the execution part and I don't disagree with you, but I mentioned that one has more pushback than the other and the damage scaling is not too far off from between the two. I mean, if i'm dealing with the slope (which quite a few stages has that and even the minor ones affect 6KP palm) I'd prefer to use the other in that situation not because of execution, but because the damage will be more consistent on the long run there even if it's slightly weaker. If I'm in a moderate small stage like the gym or wrestling arena, I'd prefer to use the DLC since it's almost certain to net a wall every single time and more damage to boot from the splat ender. There could be many other reasons why one person prefer to use something here than the other. As for the same exact wall thing you are not wrong but hey, damage is damage and I see nothing wrong with it being different.
Kinda like Mai where I once thought her Air T isn't on priority when you can just wallsplat them for more damage with that pushback attack she has, but then people to start realize that there is floor environments or going for the kill. (Temple/Home/Lab floor damage). Some moves do not provide the highest priority output to these things but there is definitely beneficial use to them.
Here's one. Akira's parry:
Parry P > 214P > P > DLC = Same damage
Parry P > Knee > P > DLC = Same damage (more pushback for wall damage)
However when you do 214P near a wall, you can gain extra damage with another two jabs into low into a DLC for more damage than open space. So this makes the first one not entirely useless as one thought it would be.