No one is asking to simplify stuff. It's about more effective use of the controller and the more essential moves be accessed without swapping stuff.
The aerial rave point is irrelevant when you can map buttons around. A lot of good DMC players I know map melee button to Circle anyway especially for Nero.
The auxiliary styles like Doppelganger and QS are fine on D-pad. You don't use them that often because they are restricted to DT usage so if stuff like that is on D-pad then it's acceptable.
the aerial rave point is 100% relevant because the difference between having it on a style and having it on melee button changes things radically in terms of player comfort. small input changes like that are huge when you start thinking about the implications of them at a greater level beyond basic play.
easy example: as dante if you wanted to do forward jumping air rave JCs, the complexity of that drastically increased because surprise, helm breaker is now forward+attack. repositioning yourself using a simple tool magically became 10x harder for the sake of convenience when there's already scheme in place that actively considers this.
nero does not deal with this specifically because his shit is so slow alongside having snatch- it's purposefully designed that way so there's not a large gap of frustration for something so basic because that simple input consolidation.
vergil does not deal with this because he does not have air rave on force edge- it's limited to moves that knock enemies back and includes helm breaker, which is normally not JC'd out of. have you ever tried doing (helm breaker->JC->jump forward to re-position for another JC) x N really quickly? it's really hard specifically for that reason! normally you'd let go of lock-on but the fine repositioning that you need lockon for is a huge boon in being consistent in doing something that simple- just try comparing the ease of doing it with dante vs. vergil when you lack the ability to hold forward while locked on.
i can think of an easy what-if example that's only held back because of a nonsensical design- trish very specifically would not be able to do JC air rave backwards while maintaining backwards inertia because of her dedicated swordmaster button having aerial back and forth inputs. unfortunately, her air rave specifically cancels out all inertia alongside having none of it's own so it's just another limitation for that character.
as for 'nobody is asking for simplification', SoS literally said that he wanted 2 styles available instead of 4.
that is
exactly what i don't want. it's on some dmcdmc shit, stepping backwards for the sake of reducing complexity as to appease people who don't have any interest in putting in the time to improve.
it's why i think simply having every style actually be strong individually rather than having the composite package be the designed baseline for play would be the best option. those types of players only have interest in feeling in control of their character and having styles be as complete as they are in 3 would go just as far, if not further for the goal of satisfying them while retaining the depth and complexity that is expected from a dmc.
especially after dmcdmc.
that's why vergil is so appealing to people, too. it's very hard not to feel in complete control of the character and situation at hand when considering how his moveset is designed. it's specifically built to be appealing in that manner, which in turn is also why it ultimately feels so hollow when attempting to play at a high level with him- there's nothing that really feels like a gamechanger when playing well with him. all his advanced techniques add nothing to his core gameplay experience and instead just add small gimmicks that slow down his gameplay for the sake of just creating some meaningful variety in a sequence instead of the noise that you get when mashing around with him.
think for a moment: what techniques does he have that change how you can approach fights? the answer is none, because all his advanced techniques are combo-only material.
gunbo had the right idea when talking about how to approach the character- ultimately the thing that can be improved on in an interesting way is raw speed of actions due to how fast and freeform vergil is. the 6-7 month old footage of tengazangetsx just doing moves as quickly as possible is significantly more interesting than any other 'stylish combat' video that's been produced for vergil specifically for that reason.
guardiane already put my general point across more eloquently but that desire for simplification disguised as streamlining is absolutely unacceptable to me and i'm not gonna sit here and let people all pretend like it's a step forward.
i get the same vibe as those people who believe bayonetta is the 'next step' in action game design because of their shallow understandings of how radically different the core concepts of the movesets and flow of combat are. they can only see at a macro level without understanding the actual structure that goes forth to create the games.
anyhow, if you've managed to get this far without your eyes rolling back into your head thanks for reading my near-frontier gibberish rambling.