With the idea of some characters being best in assist spots, the concept doesn't bother me. It's the execution of it that really means something in the end. Like in UMVC3, fantastic point characters get fantastic assist options, mediocre points often get... mediocre assist. They eventually did a horrible job at making a character slot feel as if "assist only" characters were fully justifiable. Partially because out of 3 assist per character, fantastic points always had fantastic assist skills too.
If having 1 assist here lets them focus on making the characters fit into great archetypes and slots, then more power too them. It's basically the theme of the current Super episodes played out in game form: power isn't everything, tactics are the more important aspect.
I like the way gameplay looks here so far. GG and BB are mostly fun for me, but something about them always feels a bit boring, or too heavily leaned on systems that don't gel with me as much as I'd like. This feels a bit more like a fusion of ASW design flare, a bit of their innovation, with some more grounded, common fighting mechanics.
Future
Trunks characters could totally throw that off, as could even certain assist types. Like I wonder if they'll have assist that buff the point characters stats, give them super armor, allow for unlimited healing, use meter to strengthen their support, or
hold concerts in the background while the fight goes on (
such as in Aquapazza)?
It's really interesting to see what'll happen from here. This really isn't the game's final form, at all...