What do you think the reason is then? I cannot think of any other reason why folks dropped the game fast last year, despite all the positive buzz and good features. When Skullgirls came out, it was after SFxTK, and three months before Persona. (I don't think VF stole players from Skullgirls so not mentioning that) The game dropped off around mid-May.
This is something I think needs to be heard, because I really want Lab Zero to succeed. I'm not saying simplify the game strategically, I'm saying make it easier for folks to access the strategic depth.
I can't think of any other reason, and the folks who tend to talk about this game are generally the minority of folks who stuck with the game. Locally, I've seen kinda a "silent group" of folks who love the artstyle/bought the game, but never played it/don't enter it at tournies, even though they say it's awesome. (it is largely the anime/pony crowd, and most of these guys are pot monsters at best) I do think Skullgirls is a bit unique in that unlike other fighting games, the art and music were a huge selling point- but when your game sells on its artistic merit, you are going to have a good number of folks who aren't exactly the most skilled fighting game players, especially when it comes to execution (they may get fighting games, but they won't memorize 30-second combos)
I don't think you can significantly change Skullgirls now, but I'm thinking more along the lines of a Skullgirls 2 should that ever happen, or a new IP should that ever happen. The patch did help a little in this regard, and I do think it was a step in the right direction.