I do have a little bit of trouble getting rolls and u3s to come out at times. I feel so stupid when I do a neutral jump kick/short hop kick on wakeup. But I don't have any trouble executing short hops when I attempt them.
IDK how optimistic to be, but I'd love to see some of these inputs made easier. I mess up rolls all the time because they have the same input as delayed wakeup. Hit the button too soon and you stay on the ground when you wanted to roll, hit it too late and you just stand up and get hit. And since all knockdowns have different hit adv, there's no consistent timing to practice. Super frustrating! Really hoping the wakeup changes will help with roll inputs.
I don't have any problem executing short hops, but have hella problem with short hop attacks coming out when I'm actually trying to input an instant air special. Your timing really has to be perfect to special cancel a short hop. So for that reason, I'd definitely welcome a distinct input (like u+2/3) on the ground when a short hop attack is what you want.
Another thing on my wish list (doesn't seem likely, but I can dream) is that they allow d,u special cancels to be buffered the same way as every other special move cancel. It just needlessly complicates execution for characters like Fujin who critically depend on d,u cancels when you're forced to learn an extremely specific input timing for every different string.