Here is some typical game design balance to help you understand why its a problem.
Insert completely true stements about game balance, that actually helped me understand the perspective a little more
This is correct. Believe it or not, I played SC for quite a long time, so I know exactly what you're talking about. Yet, while this is true, sort of, there's two problems I have with that game philosophy which bother me. I actually played one of the characters affected by the hilariously stupid implementation of nerfing fixes certain companies have attempted. You see, eventually, I want to be involved somewhat eventually in game design (Business guy, then going back for a few certificates), including for a fighting game. So, I look at your list, and while true, I think the reason why I saw/see it in a different light, is because I never planned to implement it as these developers do things.
As a fighting game balancer, I would take the opinion that no matter what you do, someone is going to dislike what you do. So, I would try to balance the game accordingly, because, let's be completely honest, if a fighting game balancer's job is to balance the game, they can't be concerned with doing what the fanbase wants. Because there are always those people in the fanbase that have a severe lack of knowledge that are heard far more than necessary, or outright people that don't actually want the game to balanced at all because they like winning more than they like the game.
In my opinion, a fan saying Character A is too weak and Character B is too stong or vice versa can be said simply because the bad player you mentioned doesn't have any derpy clue at all what a match-up is, much less how to study it.
So, to sum this all up, the reason why I think you're reason is right for most current development teams, but not necessarily all the time, is simply because I think the development teams these days are taking the wrong perspective when they try to nerf things. Nerfing in my eyes is alright, as long as you keep in mind...
A) Do NOT try to nerf anything into oblivion, consider the fact that as a balancer, you might find a character overly powerful, but being too strong isn't good enough. You'd have to go into why they're too strong, don't just randomly nerf things of the character for no reason, every tool isn't the problem.
B) Try to make as few moves as possible. Figure out your plan and get it there. Don't buff one character and nerf another one, when they are in adjoining tiers, like one is "Metaknight tier" and the other one is top tier. Trying to achieve balance that way is far too risky, because you will never get it completely right.
and C) Keep community advice in perspective. You're the professional balancing employee, they're not, even though they have probably gotten to play the game more than you have after the game is released. As a person who balances games, community feedback is only so deep, because most people in most communities are biased in some way shape or form. The job description for balancing games is like the job description for being a good judge. Being impartial is in he job description, whether one does it or not.
Keep in mind though, since I'm not in the business yet, I could just be a slight bit of a control freak. While a bunch of ridiculous tools balancing each other out is exciting, this becomes quite a problem when the developer wants a game to be a certain way, instead of just a good game in general.
I still find it kinda weird how the only teleports Ayane gets are from dodging tigers/car/etc.. and in her PB. Imagine if she has a teleport parry within her spinning and rolling and bt? That would so hot.
It'd be even more cool if her teleport parry was more like she just spun and kinda had the teleport shadow thing going on, and spun through your attack. Would have been awesome. Rolling parry might be a bit too good, but yeah, spinning one would be cool too.