Disagree.
It might not be what we wanted as our perfect loadouts, but really try to look at the reasoning behind the decisions.
It generally seems like everyone got:
Variation that: deals with strong zoning
Variation that: execute a strong strategy (either big damage, great offense, or great neutral/zoning tools).
Some characters have the one anti-zoning and one variation with hardcore damage rushdown (like Kotal who got his command grab and F2 combo extender and in the other variation he has great anti-zoning tools). And other characters like SubZero got one variation that is anti-zoning and the other with really strong neutral tools, a mid projectile, and a way to make all his strings safe while retreating him.
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Also, I've been doing a ton of thinking and I think I understand the reason they made this decision.
"Balance" isn't it. IMO they could have realistically balanced the game with the "This move Conflicts with ____" option they added. I think they honestly made it this way to give the game longevity with seasons like other ESports.
This way, NRS has the power over the meta. They will add new variations and it'll make the game feel fresh every single time they decide to make a big patch, like Overwatch.
If they had chosen to just have everything available from the start, NRS would be balancing things from start to finish, but it wouldn't have that big WOW-change like adding variations for every character all at once into the meta.