The command grab can tick-throw with D1, D3, D4, 11, and 24. You can end combos with it, improving damage. You can also spend a bar to do more damage than a regular throw. Its krushing blow is situational but does A LOT of damage.Why does Kano's command grab do less damage than a normal grab? What is the logic behind this?
It has versatility and I suppose NRS decided that it comes at the cost of 1% damage.
You could easily argue that Commando in MKX did 2-3% more than the regular grabs, could also tick and be meterburnt for armor AND additional damage and also was a mid. To which I say, idk man.
If I were to guess, I suppose they didn't design Kano to solely rely on his command grab for damage, but instead supplement his mix-up game. And also to encourage the player to use regular throws and trigger their krushing blows too.