The run mechanic is terrible currently, it makes the neutral a low risk high reward 50/50. The only way it could be good as a mechanic is if it's much riskier to use, which is why I proposed that it doesn't replenish until the start of the next round. This way you'd actually have to intelligently manage it, unlike now where it might as well be infinite.
To compensate this change, it should deplete half as fast and deplete gradually faster the longer you run with it, and it should recharge very slightly every hit you successfully connect. If you abuse it like this you won't be able to break, backdash, or combo with anything that requires running for an entire round. Running in from full screen will still be a threat this way but only on a hard read like it should be. If you're a fireball cancel character you barely lose any for a single run cancel, but if you don't balance your block strings out with landed hits you'll have no stamina for anything else. Btw backdashes should only cost 25% stamina and breakers should cost half instead of full.
The next change they need to make to the meta is oki. It's ridiculous when 90% of the game's bnbs carry you 50% of the stage or more right into the corner, we have no invincible wakeups and so many characters have great set play. To fix this, grounded interactables should be useable as wake up attacks, have invincibility on wake up only, and stay primarily safe, but they'd be balanced because they cost 50% stamina which is a scarce resource now. I also think this would create a unique meta among fighting games in that often times you'll actually be trying to keep your opponent OUT of the corner to avoid giving them such a strong wakeup option. Rant over.