Selected answers from me:
What do you like the best about graphics over all? What should we do to improve?
The graphics themselves are excellent (the character models in particular), but everything should be in 60 frames per second for all future DOA games. The cutscenes and character win/lose poses in DOA5LR still run at 30 frames per second and in my opinion this is not acceptable for PlayStation 4 and Xbox One fighting games. Please ensure that for DOA6 everything runs at 60. Also if you decide to make a new DOA Xtreme game, again, this must run at 60. DOA Xtreme 2 ran at 30 whereas DOAXBV ran at 60 and it really ruined the experience for me.
What do you like the best about stages over all? What should we do to improve?
I do like a few of the stages. However, DOA has always been known for its excellent, intricate and imaginitive stages. In my opinion, the DOA5 games have the least well-done stages possibly in the whole series. I believe there are something like 8 or 9 "arena"-type stages (i.e. a stage which is just a large square or circle with no interesting features like side areas, asymmetrical sections or obstacles). In previous games you would have 3 of these at most. So I feel a lot of the stages in the DOA5 series are kind of redundant. The best ones are the distinctive ones, e.g. Scramble (love this one), Hot Zone, Temple of the Dragon/Sakura and Home. These are the only ones I feel are worthy of the DOA series.
Why do you like these particular stages?
Scramble because I love the way the stage gradient changes when the danger zome is triggered, which affects combos, then the cliffhanger, then down to the lower level with the car danger zones. The light sourcing effects in Scramble are also great. Home is good because a lot of strategy and intimite knowledge of the stage is required to maximise your play. Only downside to this one is that it favours certain characters (e.g. Hayabusa), so balance is off a little. Temple of the Dragon/Sakura I just like the transition from the claustrophobic temple into the wide open arena expanse outside.
What do you like the best about online modes? What should we do to improve?
No major problems. The only issue I have is with ranked online. You need to get rid of the ability to back out of a matchup once you see who you are going to fight against in ranked, because people just end up declining fights against people who have beaten them in the past, or people with high ranks, and engineer their ranking that way, which makes the ranking system kind of pointless. The way to get around this would be to give no information AT ALL about the opponent you're about to face before you start choosing your character, except the connection speed between you and the other player (as this is the only valid reason for declining a ranked matchup).
Online experience (matching, lag, etc.)*
Poor
I think Team Ninja know that the netcode has to improve. Compared to other fighters it is pretty poor. You can be waiting a long, LONG time for matchmaking to find you an opponent and the network lag is fairly bad for a fighter. The game with the best netcode I have seen recently is Killer Instinct on the Xbox One... maybe ask those guys at Iron Galaxy how they are being so successful?
What features do you like best in fighting games?
Deep and considered combat systems. Good variety in the characters. I do not like characters who are more or less copy and pastes of other characters (i.e. Hitomi/Ein, Bayman/Leon, Raidou and Honoka/everyone). I think mimic/clone characters are Tekken's speciality, not DOA's.