So, I disagree on just about everything you listed. Not that I'm trying to be a dick, but here's why I feel the way I do:
- HOLD RECOVERY IS TOO SHORT. I'll admit it: I'm sick of people whining about the damn holds being overpowered. If you're being a slower character like Bass or Ryu what exactly do you propose one do when being assaulted by Kokoro's bullfucky attacks strings that cause heavy stun, damage and variety without crossing the threshold (if used by a skilled player)? As long as she switched rapidly between mid and lows (which she can do), you couldn't crush highs, your low crushes would be intercepted (too slow/long) and none of your damn punches could beat hers in speed.
-CRITICAL BURST THRESHOLD NEEDS TO BE SHORTER. Critical burst threshold does not need to be shorter. Maybe with certain characters. But Kasumi has several line-ups that can CB on a fourth strike. While fine in theory, mixed with the power blow system which can wipe out loads of health for simply holding down a button, making CBs too short would totally make PBs OP. "most characters need to land 4-5 strikes in order to achieve it." That's a good thing.
-MORE UNHOLDABLE STUNS. Game does not needs more unholdable stuns. Although this was just you reiterating the same point yet again, I felt obliged to object. Yet again.
- CHARACTERS NEED TO BE SAFER IN GENERAL. Agree and disagree. With your system of nerfing holds to the point of them being nearly useless, combining that with more safe strings would result in matches where characters just whiff out their longest, dumbest, most predictable combo chains at nausea without fear of punishment. Particularly of note are highly delayable combos.
However, as it is certain characters are so safe it's like they're wearing bulletproof vests, whereas others have basically 0 safe moves. There should be a bit more balance imo.
-HELENA I don't main Helena, so take this for what it is, but frame data isn't everything. Keep in mind a lot of her combos leave her in her crush stance, so fast jabs that would normally punish her after a risky combo may be ineffective. While one could low throw, Helena can then attack again rapidly to counter-act it. I've seen players use Helena brilliantly. She doesn't really need any buffs or nerfs in my experience.
-TINA Again, this seems like you just wanting your favorite characters to become unflawed. A smart Tina player can maintain pressure excellently.
-ALPHA-152 Disagree. Using her 3H counter mixed with high damage and good free-canceling makes her more than viable as is. She's imbalanced, but not underpowered. If anything, I'd give her more options from her float, stance.
-HAYABUSA I can't comment extensively on him due to the Tina/Helena issue I mentioned above (since I main him). But Ryu has a plethora of bullshit problems in my experience.
edit: Again, not trying to be a dick. You're entitled to your own stance.