The problem I have with MK1's kameo system is that it's predictable. I shouldn't be able to predict when a kameo will be used in a combo. That's boring as hell and quite limiting from my POV.
You see them as endless possibilities I see them as shackles or variable limitations. Where as MKXL is more free form and less cookie cutter.
I understand where you are coming from, but I would say the predictability also translates to MKXL - we know that, as soon as Kitana hits you with an air-to-air fan, she will toss a ground fan, run up, do F4 into fan lift into neutral jump (float) 2, F4, db3. Every time.
Scorpion will do run cancels until he opens you up and then do 214 teleport, 21 spear, F4 fire aura, 21 and try to open you up again in a 50/50 with other run cancels.
It's just the most effective way of playing, there is a streamlined formula that is distilled after players discover which strings into which special moves do the most damage while still being easy enough to pull off in every match and this is a constraint of fighting games with combos.
You may say things like Baraka df2 into kano knives/cyrax chopper is predictable and therefore, boring, but then so was subzero doing b12 into ice clone in MKX. I would argue in MK1 that you are actually incentivized to use kameos unpredicatbly (Sonya's square wave as an anti air, doing air string into her divekick, doing a projectile into Khameleon fan lift across the screen, etc), but yeah, during combos they will be used predictably as extensors because that is simply part of finding BNB combos.