I've been putting some more time in learning whiff punishing or playing more reactive. It seems my problems with Balrog might just be matchup specific (friend says Sim-Rog is like 3-7 if not worse).
It seems the metagame wasn't this stale in Season 1. I really should've put more time into that. The new version shine made me want to jump headfirst into season 2, but it seems this wasn't the best jumping off point.
Laura, Balrog, Guile, Urien - these 4 seem to be the hardest to figure out, and it seems like if you're playing against them, you're playing at their pace. Against every other character I can set the pace of the match, and go ham, but against these four I can't help but play a bit afraid, which might be hurting more than it helps.
Also I'm not sure if Juri/Dhalsim is a good combination. The best players seem to think Season 2 is about learning 2 characters that cover each other's bad matchups, and I'm not sure if I'm getting that with my choice of characters.
EDIT: I've also been learning Revelator on the side. Dabbling in Ramlethal/Venom. The game looks and plays incredible BUT the issues I have with SFV (plus normals leading to frame traps, 50/50s) are just exacerbated in Revelator. Slayer just seems like SFV the character on paper, and he's solid mid/low tier. The real crazy characters like Millia or Chipp put you in the blender way worse than him or any SFV character. It seems Xrd follows the 'fight bullshit with bullshit' strategy and gives a lot of freedom in terms of defensive and movement options so it can still come out relatively balanced coz it seems every character can ravage any other in the corner like Laura or Rog can do in V. Between I-No's ridiculous high/lows, Venom's ball pressure, and Elphelt and Zato's unblockables, Xrd is the distillation of 'When do I press a button?'. I don't understand how the same people can revile SFV's metagame yet praise Xrd, unless it's a case of GG's gameplay being a better fit historically or through design, while SFV clumsily ended up playing a way SF didn't historically.
Whats the issue with the gameplay? I think it's better then SFIV, and has some pretty cool stuff in it. 1- Frame links is why I disliked SFIV. So dumb. If that's what you mean by lack of depth in execution/combos I'm glad it's gone.
I can't speak for everyone, but I do miss the high execution/long combos, but it's not a big problem or dealbreaker. My problem is how the moment to moment gameplay is in matches, especially as you get better. Zoning using projectiles doesn't exist, and people don't play risky or reactive. It ends up being a guessing game between 2 or 3 safe options that have barely any risk for the attacker, but huge reward if the defender guesses wrong. When successful, these options lead to another reset or knockdown, leading to another meaty/throw mixup into another reset/knockdown (50/50s). Because of Crush counters, not only is throwing out a dp insanely risky if blocked, but even pressing jab to break pressure is insanely risky if they do a meaty CC normal, leading to 40% damage easy for trying to break pressure when you thought there was a gap in a blockstring