Its still not good enough for casuals. Im not sure either side really understands the other, but I get enjoyment out of both sides, and played both casually and competitively in fighters so I think I have a somewhat decent perspective.
Competitive play - This is the meat of fighting games, its chess basically. Very competitive, you have to learn matches, your own character inside and out, techniques, etc...Requires a lot of time and usually playing for a bit everyday. But once you get to the level of competence, oh boy, you can get addicted especially if you have a good social group and get into the tourney scene.
Casual play - This is the backbone of most fighting games, where most of the sales actually come from. These users are usually done after a few months, but they like playing against the CPU mostly and earning some type of reward. Past examples have been colors, new characters, endings, etc...for completing the game with all fighters. This was taken a step further in games like SFA3 with World Tour Mode and VF4 with Quest Mode. The current champ is MK which has a ton of modes and play design for SP.
Both of these need to be in a fighting game today to have mass appeal. SFV even with everything theyve announced, is still too limited. I would say about 20 more characters, a World Tour equivalent mode, and a re-launch is the minimum the game needs to get a reaction out of the more casual audience again. And who knows what well see, its obvious Capcom are going to keep supporting it, I can see it reaching 3 million or so by the end of the gen if they try unique purchasing options on the digital store.
Having said all that, I love the game, even for casual play, I think you can find it for $40 and less on sale now. Must have for the collection in my honest opinion. Cant wait to Akuma.