I've always been for force techs, but the main problem with them as far as this iteration of DOA is concerned is when a character has the ability to go from juggle, force tech, throw/low attack reset into guaranteed stun or launch, repeat.
In order words I think the blender of DOA is currently too strong for a game where a good portion of the cast has very weak spacing capability and there is no throw break system in place to promote damage control. There have been plenty of games in the past where if a person gets in on you, then you are likely screwed, but those games usually had some kind of logical damage control option or at least a really good movement system to counter-balance such danger.
DOA is only kind of half-way there.
Here would be my wishlist of sorts for the next game:
Add more negative frames to allow unsafe moves to be strike punishable.
Slows down throws in general.
Add throw breaks for normal command throws, reduce the throw break window on counter throw and make em unbreakable on hi-counter. Offensive Holds/catch throws will remain unbreakable.
Add recovery counter during recovery of moves, that way TN won't have to change the hit property of moves on normal hit.