callMEcrazy
Alone is where to find me.
Big fat NO for the 1st point. Difficulty of playing a character can never be part of balance IMO. If that happens then characters that are tough to execute will be balanced out with stronger tools. That is precisely how a Kabal is born. To pro players difficulty of execution doesn't matter. They pick characters totally regardless of that. A casual player might be tempted to pick up Ermac or Cage because they are easy to play. But a pro will simply pick the character with highest overall potential no matter how easy or difficult it is to play, i.e Kabal, Lao, Cyrax.I think as far as a fighting games goes when speaking of a "Perfect Imbalance" we should consider a few things...
1st. Player skill and ease of execution. This being how easy a character can be to play vs. what it's muscle memory learning curve is.
2nd. Advantage + Disadvantage on block or hit for each character's moves. This being weather or not certain moves are capable of "Stuffing" or interrupting another character's move.
3rd. The ease of understanding how each character competes with one another. This being for example, a zoning character vs. a grappler and how each one adapts to the other on a fundamental level.
With these things in mind and the way we have scene MKX to have three different play styles per character, I firmly hope that Ed Boon and crew and taking these things into account. If so and we get lucky then the "Perfect Imbalance" the OP's video described would be achieved. Otherwise we will simply have to suffer through yet another bundle of patches and NRS screw ups.
We can only hope
I don't exactly understand your whole post but I got that first point. Character difficulty is not something you can pull into balance.