I think it would be awesome to use some of the suggestions he puts forth, in fact I'd say NRS has done much to move that way with their konquest and challenge tower type modes, but of course there is always more that could be done.
That being said (and this is kind of sad to say), I don't think many in the FGC would be on board with this concept just because...well, many see any dilution of certain FGs as a bad thing.
I remember when KI was about to come out and people were SO upset about how they were changing the systems and moves to be more "user friendly", people flipped because they were taking out "qtr cir back, half cir forward moves out, and replacing them with simpler commands. Dive kick followed a similar path, and though it may be fun, many still hate on it just cause.
Many in the FGC seem to see the high barrier of entry as a right of passage, or a testament of skill, and somehow forget that the real test of skill is that high-level chess match that the video was talking about. Ed Boon has said it many times in interviews, that he want his games to be accessible, but I think many gamers in general just don't want to hear that.
Remember back when players were getting on MK9 for its supers being 2 button presses rather that some elaborate commands? Hating on it for being "easy"? To that I say more emphasis should always be on teaching the philosophy of the game and how to approach a fight, and less on creating some interface that only makes the game arbitrarily tough.