Add me to the the DISAGREES WITH EVERYTHING THAT YOU SAID list.
Fighting games right now are too full of guarantees, it's boring to be caught in a combo and know that there's absolutely nothing you can do about it. You might say "learn to defense" but that's not the point. The point is to keep the opposing player involved at all parts of the match. Otherwise, a combo is just as good as a throw with very long execution.
NO to unholdable stuns. Keep your opponent active and be rewarded for taking greater risks.
NO to safer characters. I won't speak for Helena users (seems there isn't a single satisfied Helena user) but DOA hasn't shown me to be as static as VF5FS and I certainly don't want a contest of attack-block-now you attack-block.
NO to shorter stun thresholds. Shame on you if you're always going for the CB anyhow. When you put your opponent into critical stun, you're already robbing him of all his options except Hold escape. You're on offense, your opponent is practically defenseless and you're complaining that you can't get a CB too. Grow up.
NO to guaranteed shit off parries. A parry, to re-use a point, is not a guaranteed throw in the shape of an inescapable combo. It opens your character to use it's slower, more dangerous offense which you wouldn't normally use. Try playing as Bass for a while: we get nothing off our ground throws except the opportunity to use our heavy offense.
Longer recovery off holds isn't an issue. If you misread a combo, you'll get punished anyhow. They've been nerfed already, don't make the game slower than it already is.
I'm a Bass player and I'm glad he lost many of his knock downs to guaranteed pick-ups. 33P to 6KP to 2T was so powerful that there wasn't a point to doing throws anymore! DOA5 Bass is the grapplingest Bass ever, and it's a rather unique character concept amongst fighting games. Throws not just as damage, but as an initiator of offense. Which can lead to more throws if the opponent panics. Kitchen Push is totally unique as a low-risk damage guaranteed combo starter that leads to a ground pick-up (again, safer than okizeme from a thrown opponent).