I agreed with everything up to this part. All though I respect your opinion I have to disagree here:
I feel meter not being connected to certain styles of gameplay like MK11 is an overall good thing which could promote better neutral instead of players locked in rushdown mode or spamming projectiles to build meter like MKX which in turn favors characters that excelled in these areas which creates a certain level of gap in the rosters overal balance.
The meter not rewarding spamming or constant pressure should promote back and forth. Forcing players to make good reads and use good footsies maybe even make other styles of play more relevant.
I feel like we should give this new mechanic a chance for at least a few months before asking for change. Let's see what results we get in tournament play.
I agree 100% with trying out the game as is and making changes (if necessary) down the road. We are currently spectators and it's difficult to assess how things will play out unless we get our hands on the game and start diving into the mechanics and developing first level metas.
Regarding regenerating meter, I still think it's a bad choice.
You mentioned that regenerating meter could promote better neutral and less locked rushdown / zoning but on the contrary, I see this as an archetype killer that will make things rather bland. You should be rewarded with meter for excelling in your ability to keep someone out or keep yourself in; the balance comes from the developers not creating post-patch MK9 Kabal / Kenshi's or pre-patch MKX Tempest / Hellfire for example.
So far, there have been numerous characters described as excelling in the mid-range game; that's fine because that's the range where neutral and footsies is commonly played but there needs to be incentives. Manually building meter gives players a desire to do something (for that advantage); whether it's throw out projectiles or make their way in to put the opponent in block pressure, tying meter to actions gets reactions and that's what makes for interesting play / match-ups.
Imagine a Battle Royale shooter where bullets and armor regenerate on a timer; if it's a final 1 vs 1 situation and both players are depleted, do you think that they will go out and try to melee one another to death or just camp out for a while until they're fully stocked?
Another questionable decision is the regenerating Fatal Blow; once again, it promotes carelessness and is a crutch for players who are unable to hit it on a perfect read. These are elements you would possibly see in a mobile game since mechanics are limited (due to the platform) but their fully developed console counterpart shouldn't have these crucial elements working on a timer (once again in my opinion).