If there's one thing I think NRS did perfectly it is balancing the "meta play". It's why I think it's their best FG (except the GOAT INJ1 of course). For example, anti-airs are rewarding, and can be AA off multiple options. Corner pressure is very strong but doesn't feel like the "corner of death" as badly as GGST or SF6. Neutral is much more of an "I outplayed you" by not only forcing pressure, but also ways to force whiff punishes or frame traps. You're pretty much getting from the game exactly what you put into it, which is rare to see in any FG this much. If they don't make another game for 4-5 years and keep adding into this one, I see no reason at all why it wouldn't last competitively the entire time. A lot of people asked for a lot of enhancements to the gameplay after MK11, and I feel they met and exceeded the expectations.
If there's anything I hope NRS is working on for the 1st patch, I really hope it's the online. I haven't played KL nearly as much as I'd like because the majority of connections are kinda bad, and it really isn't too fun to play a 120 ping WiFi Johnny/Cyrax who is emo raging at you on the mic the entire set even when they're the one winning. So I've played a lot more casual matchmaking looking for long sets against good players. Which in itself is harder to find because there are no lobbies. I tried KOTH once and never again, because there's no way to practice while you wait or fight someone while you wait, and when I finally got in for some reason it was MK9 levels of underwater online. Skip the balance, I can wait. Improve the netcode, matchmaking, and add lobbies, and I'll be content for a very long time.