IMO the issue with NRS patching is that NRS games don't stop being NRS games by patching them. The characters with the best pressure are always going to be the best characters. It's the nature of the dial-a-string gameplay. If you like forcing your opponent to block whilst you mix them up to death, then play NRS games...
Capcom's fighters have big neutral games, so patching characters can have big impacts on the overall meta.
If I made SF6, I'd do the obvious and have a living development with constant fan engagement and test builds for the next drop of content. I'd focus on making the core game really good and have great UX.
SFV doesn't even have functioning in-game voice chat ffs. It's the running joke of the community - it's SFxT but we don't have a better game to fall back on.
EDIT: Hell, I just sat through the SFV credits to check my assumption.
There was no UX consultant on board for SFV. In fact, there is a dearth of staff all around. The core Capcom team makes up only a minority of development staff, with DIMPS doing the heavy lifting and a shed-tonne of external artists working on Story Mode.
Can't think why SFV was in such a state when it was a collaboration between two companies to make two products, with duplicated staff, a small budget and strict timelines...