Another thing I'm really gonna miss are the hype tag throws in the game
https://www.youtube.com/watch?v=44w1AYPROk0
EDIT:
First things first, launchers are universally very unsafe. Even the great electric wind godfist (which isn't just safe on block, but advantage) if read correctly can be duck and punished heavily. the term "safe" in a 3D fighter isn't limited to its properties on block. There are so many options like sidestepping, backdash cancelling, crouching, countering, among others that can make a "safe" move punishable. Launchers are in the game for a reason to reward players of a good read. Hence someone who's needlessly throwing launchers the whole match instead of doing them based on the character's playstyle will lose.
Second about it getting boring, you can look at in the flip side where having small repetitive juggles like in T5 can get boring for the person doing the combo's. The extra options for the player during juggles makes the game a lot more fun to perform combo's along with playing.
And lastly about bound, Bound was the one feature the balanced Tekken beyond what we've seen before. Every character became viable for damage after it was introduced.
The best argument against juggles in Tekken is how CRUSH moves juggle people. That is where I can admit that Tekken is a bit ridiculous in that regard. A great solution was posted by Slips in a guest article on ATP's site:
http://www.avoidingthepuddle.com/ne...d-the-bad-and-the-ugly-an-article-by-sli.html
I would personally just keep hopkicks the way they are, but if they crush something, then they shouldn't launch.