Haven't watched the whole video, but I wanna talk about the "everyone should have access to everything", I don't agree on this mainly because no FG really has this.
Not every character has projectiles, not every character has command throws, not every character has the same anti-airs, not every character has a hop kick.
Making everything universal such as u3/u2 is imo going backwards, its like how jump punches and kicks were the same for everyone in MK9. I get the point you're trying to make but varying them makes the character what they are. It's in other games, different wakeup options for every character, this character has a Shoryuken and this character has an invincible grab but this character has no wake up options.
I'll give you some examples, SF4 Focus attacks. It was a universal mechanic, just like u2/u3 but they were different for every character. Some amazing and some totally worthless.
Samsho universal overheads, some jump, some have mad range, different for every character.
That all being said, I feel MK11's issue is a lot of things like this werent thought out imo, they just threw in different animations and properties for the sake of being different. It's like Kung Jin's j2 and njP being insane when he already had a million ways to cover the air anyway.
This in theory should be fine if they all worked in the situations where they should've, I still remember how Kollector's u2 straight up didn't have a hitbox at the game's release.
With your NW example, it doesn't look intentional and I agree that it probably shouldn't happen. But things like that do happen, with how varied the animations, move speeds, safety etc of the u3s and u2s its bound to happen.
Going back to SF4 Focus as an example, one way to deal with them was double hitting normals/moves (if you didn't know, they allowed you to absorb 1 hit), but some characters straight up shat on that like Seth and Dudley that swayed back in their animation make those focus attacks beat the moves that were basically designed to beat them.
Should they have fixed that? Maybe. They released a bazillion SF4 versions, did they fix them? nah.
Is NRS gonna fix the disparity between character's u2/u3? Very unlikely. Hell we still have some hitbox issues that have been known since day 1 that are still in the game.
I'm not gonna even try to go into anti-airs, lord knows that NRS can't figure how jumps and anti-airs should interact and its been this way since MK9 (probably earlier too but idk enough about earlier games).
Definitely isn't new and it's unfortunate that its still a thing. The way jumpkicks work in their games is just bananas lol. A telegraphed jumpkick shouldnt be this hard to anti-air.