Honestly I think NRS should take the Killer Instinct approach when making characters. Every character in that game has unique mechanics and all of them feel very different from one another -- including the bonus clone characters like Omen, Shin Hisako, etc.
Seriously, learning them all was such a joy. TJ Combo can cash out his combos if he does one of every poke, or he can repeat a poke to keep the opponent standing and he gets tons of +frames. With Maya you have to learn how to juggle daggers at all times. With Aganos you could create walls to change the boundaries of the stage. I could go on and on.
Maybe MK11 shouldn't be AS advanced because apart of the appeal of NRS games is the fact they are easier to learn, but they should 100% have more solid archetypes and just more unique movesets in general. A lot of characters in MK11 kinda feel the same-ish, and I do feel the variation system is to blame for that. 1) We can't even experience custom variations in competitive play even though it's the entire point of the system and how they marketed the game, but 2) it means NRS has to find a way to make every character "play how you want" which at this point I think is impossible and just holds back their character/moveset design.
Seriously imagine if Sub-Zero was unique because he could make different weapons like daggers, swords, axes, and each changes his moveset slightly. But another character like Frost could freeze huge parts of the stage causing negative status effects for the opponent.
The thing is Jax basically fits what I'm talking about. He has his special arm heating mechanic, and the gotcha grab can even be used to wallsplat and reset the opponent (very similar to KI). It's not huge but still, he's the only character that has the kinda stuff.
TL;DR, I really do think variations hurt MK11 and NRS should change the way they design characters going forward. Maybe Injustice should be the series with the gear and loadout systems, but not MK.