Matchup and tier list are not game mechanics, imo this shouldn't be an option.
Now as for game mechanics its really very subjective, each character plays at his own pace due the varity of tools in general for him or the opponent, unless a few things are made common, like in MK Trilogy, universal moves all had the same frame data it was fine so the type of game was basically the same with the entire cast.
IMO a fighting game needs to be responsive as possible, you need to define really well what rules you will apply and follow to the code, only then every element brought into the game need to be applied according to these rules, not against it.
In Tekken punishes starts at 10f, for a small stuff, 11f for more, 12f starts to become heavy, 13f are huge, 14f are launchers 15 are also launchers so anything under -10 is safe on block, on -13 kazuya can launch, on -14 mishimas can launch and -15 ownards the most common launches in the game can deal with it.
Tekken is a good hibrid because it has a bit of everything i've ever seen on a fighting game mechanical wise.
we have simpliest characters to play, we have easier ones to learn
We have characters who are superior strong but their performance is binded to execution barrier, which is often a nice trade.
All armor that hits high in T7 are safe if block, launch punishable on whiff, and all armor that hit mid are punishable.
You can play 50-50 on knockdowns and such.
You can play footsies and bait riskier options which gives you time to use more complicated punishes.
So tekken is a game where learning punishes and how they're divided its really big, you will rapidly learn which moves are punishable by what, since punishing in tekken is divided in classes.
Street Fighter is more of a slow paced defensive type of game, with some offense strong ones, like really good anti-airs, really good invincibility moves, or specific invincibility attacks
In SF, you have fully invincible move who are super punishable of blocked
You have projectile invincibility moves who are only invulnerable to projectiles, but are vulnerable to throws, or physical strikes
You have strike invulnerability which its only invulnerable to strikes, but weak against anything else
Same with throw invincibility which its only invincible to throws
Backdashes are fast invincible, recover fast and don't require stamina.
Characters can be built either well rounded, strong offense, or strong defense
Ibuki is a character with nearly unmatched offense, amazing walkspeed and backspeed which allows her to get in and out easy and shimmy ppl with her options, without necessarily being a oh/low 50-50 monster, Ibuki also is not really that strong in defense.
Ryu is currently weak but his archtype is supposed to be the well rounded character, neither strong offense or defense, but in between.
while street fighter is a game that provides an excellent options punishing, space control is the most important aspect of the game in general but its kinda slow paced since not every hit you get equals full combo punishes
Both this and many games, ive played or seen in the past few years did something right, they established some rules and followed to the code, so their universal mechanics don't become flawed or overpowered by something new later on, or anything later on, even if characters are affected by the tier list, it doesn't affect your game fundamentally because the options you're given to work with universally still works.
In Mortal Kombat i enjoy the fact that ever since MK3, you're rewarded for punishing heavily people who jumps often, but you're also rewarded in today's game to punish heavily on nearly any mistake they make on block or whiff, so NRS games are games that relies heavily on getting the most out of your rewards, if your character excels at anything else post punishing its a huge bonus as well, i just think NRS in general still has a long way to go tweaking their games for general linking, though i think they have a good formula, the balancing issue needs even more fine tuning, they need to follow establish and follow the rules.