All of it sounds interesting but I want to spend some time in the lab before I make any judgements. September can't come soon enough.
Edit: I wonder if the 236p relaunch affects PKKP. I was thinking after launch PKKP or KKP might set up some good combos.
They ARE in the move list. Take Rig for example look in his Bending stance movelist for H+K K (his midair throw) and is says against midair opponent in the move box.
About the threshold, it isn't a static 35; its 28 on normal, 35 on counter, and 42 on high counter. Also I agree that the threshold should either be reduced or go back to the DOA3 system where the first stun counts toward the threshold, because in DOA5 it doesn't.
KwonJigglypuff Kasumi can already do a wall oboro with the opponent against the wall. Also, you can do more damage with Kasumi's 12 frame 236T than you can with 33T
It seems like Team Ninja wants to turn her into a grappler without the throw speed advantages. The way it is now her good guaranteed setups seem to be off of 66T and 236T.
The people bringing out the flaws of the system is the reason why they had a change of heart. I agree that people shouldn't bash the system but they should point out things they don't like. That said this turns X1 from a no buy into a might buy.
After fooling around in training the 3KK back turn stun might be useful. The first K is safe on block and the second K can't be blocked if the first K hits, the opponent has to hold it. That could be used for some interesting setups for punishing the hold or getting some good guaranteed damage...