Where i said that ? With changes like those nothing would change from arcade standpoint nor it would be simulation of realistic fighting game. Newbie character creation was just case of showing how career could be improved and how mechanics would work. My whole point is that Tekken is from next iteration to another a rehash and it is dying because of that. My ideas were just ideas what could be changed for better but developers chooses to not do anything. Their definition of progress is new character with shitty balancing, some animations changes and some random crap instead of proper innovation to gengre.
Arcade fighting is not learning animations/hitboxes/controlls it is all about skill in competitive environment. My proposed changes would simply shift mechanics from pixel perfection animation management to full focus on actual fighting tactic. With tekken developers introduced 3D movement which didn't improved at all from old tekkens focusing on same rehashed street fighter dogma nearly closing characters into 2D plane.
People loved TTT because it was fresh not because it was best fighter out there. Releasing game with next number on it where most of characters have most of the same animations down to every single frame is very definition of rehash.
You sound like dude closed in Q3 world saying CS is not skill based game. Skill is not based on source but on user. Both games have different mechanics and there is no answer which game has better players or is better skill based game.
Okay, I'll bite.
You seem to really want realistic simulation fighting, but the thing you are failing to realize is that striking in combat sports is all about controlling space and taking advantage of openings. This is exactly what goes on in Tekken. This "pixel perfection animation management" thing that you keep talking about is no different than establishing your range in a fight and trying to stick to that range while using movement to remain unpredictable and to help close holes in your defense.
This is EXACTLY how a fight plays out in high level matches of games like Tekken and Virtua Fighter. You try your best to fight at your character's optimal distance and punish every single opening that your opponent leaves.
So... What exactly is your beef with this? As far as I see it, it's a "if it ain't broken, don't fix it" situation. Sure, I think the game could use some mechanical changes, but nowhere near as drastic as what you are proposing. At that point, they just stop being Tekken, Virtua Fighter, or Street Fighter and become something else.