I definitely think they're also hardest to balance, so would make sense to go that route later down the line. I'm a strong believer that you can't possibly know everything in the game a few months in, and am pretty convinced there's a lot of strong undiscovered/unused/slept on tech, so a game with this much depth might not have been able to handle a Cetrion 2.0 at launch paired with Sektor missile or Lao Hat or Stryker. That much is probably true. Even typing that out, Cetrion with a zoning Kameo is just
So I think we're coming to an understanding and circling back to the original points here.
Basically, if the movement mechanics in your game are made to be used against bullet hell (air blocking, air dashing, multiple-dashes, extremely strong advancing armor, etc), then you can pretty much throw whatever at people, with assists and all. If not, game-design wise you have to be careful, and usually in non-anime games that means the modern SF archetype, where you're basically playing footsies all the time, even when throwing projectiles. And it's balanced because you're always one jump, dash, or drive impact, or invulnerable move away from getting bodied.
They give characters like JP great buttons to compensate for this, and skilled players will make this work. The problem in NRS games was mainly giving characters bullet-hell zoning
and great buttons without the movement/invulnerability mechanics to even it out. This was also the problem in the ST era of SF, lol.
It's a tricky balance to find.