I think we're arguing past each other here, as we're mostly in agreement. It's just that for new people, seeing a movelist that long is daunting and having some guidance in regards to what moves to learn how to use first can help a lot. I know for a lot of Tekken character guides they talk about "top 10" moves -- if I was writing a VF character guide I wouldn't use top 10, but I would use "first 10" moves. In that these are moves that are generally used by everyone who plays this character, and to give people some room to work with while they start learning some of the finer nuances.
Let me get a bit more concrete: Aoi has three full circulars: K+G, 2K+G, and 4P. If I was teaching someone new her and they were worried about people sidestepping and wanted a full circular to use, I would honestly tell them to just go with 2K+G when starting out. It's low, evades highs, has decent range and the stance cancel blows up a lot of punishment attempts on block -- it's a damn good move. However, after some time you'll lean spots where 4P fits better: it's faster, safe on block, and can lead to some hilarious BT mixups on NH or CH (and hell, even on block if they don't know better - blocked 4P to BT 2P
beats elbows). But would I have someone worry about that from the jump? No. K+G even less so, as it's high, slow and dies in a fire against players who can EDCG cleanly. It does force side turn though... but Aoi's side turn game kind of sucks.