Why would you underestimate Bandai Namco like this? Your concern is reasonable, but I think your concern may be misplaced. I think they know what they're doing, we don't know how long Tekken 7 has been in development [citation needed], and if the game doesn't come out on console until next year, then the arcade release, releasing too quickly will be mostly inconsequential.
It's nothing about Namco Bandai, every first release of fg is broken and rushed release is even more broken. This may not be rushed, though I don't see enough of new stuff to justify some hidden long time development.
I still think both rage arts and crush moves weren't meant for T7 but for TxSF where it'd fit from logical standpoint.
There are "few" potential "broken" things in rage arts as of right now (aka first and probably only loctest) and some of them come from mimicking SF4 without taking account Tekken way things work.
First thing is super simple activation.
1+2, 3+4, d+1+2 etc. Ask yourself how quick are to react on opponents animation with such simple command? I guess quick, very quick, and the execution will take you 1, 2 frames at most. Now take SF4 Ultra commands. The simpliest is qcf,qcf ppp/kkk but there are crazy like Guile's Flash Kick Ultra, Zangief's 720 or Guy's and Ibuki's double half circle back. These are not motions you can fire up in 1 or 2 frames on reaction, you can only buffer the motions by doing another move, jump, or on block stun . You can fire up Rage arts on reaction in T7. Jabs are 10 frames not 3-4 like on SF4 and moves generally are 14-20 frames and those are the faster ones.
Second thing is Super freeze. In loc test vids nothing recovered fast enough for opponent to block before rageart hit. Literally hitting any button or even be in late part of animation meant death, real death against Steve that did 85% with his Rage art. Connect this with above reaction and execution time and you have receipt for disaster.
Some people say Rage Arts are slow. They only look slow if you are blocking or out of range. That's the only time. Claudio side stepped Kaz's f+3 and fired up Rage art while the move was already recovering and still punished him for 70% of damage. That isn't slow.
Plus the armor, the damage moves do on opponent during Rage art is some percentage, not full damage from what I saw. King's Rolling Sobat f+4 did some pitiful damage on rageart that I said: "wtf is this shit?". Jab type moves did sliver of danni. Only if opponent had very tiny bit of rage health left the trades killed them but when the rage was almost max the moves could not take even half of that. I can't think of a move fast and damaging enough other then deathfist that could take out opponent having close to full rage +armor on Rage art. You can't count on very telegraphed moves also. Deathfist or highway.
This can have potentially stupid outcomes, like everyone picking Paul to have the biggest chance of killing off opponent who did rageart against deathfist. Or the winning player being on actual disadvantage to losing player having a good chunk of rage health.
Like winning player who can't do shit because everything he throws out will potentially kill him since Rageart works like super reversal.
At this point the Tekken logic of exchanging moves doesn't apply. You can't think: "I'll do a move that is safe on block or better, plus on block." It doesn't matter. You twitch with anything, opponent hits 1+2 and the rest is history. On the other hand opponent can do literally every stupid shit. The general rule of: you do move, blocked, you are minus, opponent has chance to attack. Is fucked. Now guy with rage can be minus 9 on block and just fire up Rageart and poor opponent that just tried doing 1,2 after correctly blocking to gain anything, is just destroyed.
Is this something that is a fair punishment for correctly blocking, being at frame advantage and trying to do shitty damage with jabs but in exchange for that getting 40-50-60% of punishment in return for free? Very fair and not frustrating.
What else is left? Blocking at infinitum, side stepping, running away and whiffing jabs from afar to make opponent fire up rage art from distance so it doesn't hit you, if he's that stupid? Finally waiting to get rage yourself.
This is only tip of the iceberg of problems as of right now. It's gonna be awesome if they turn at very least down rage art damage to 25-30% max and fix the armor damage but I wouldn't be too sure they want to that since it's supposed to be the flashy star feature.
Seeing Lili Player taking down Steve to rage then Steve doing df+1,2~1 on block then rageart and killing of 80% of Lili's health because she dared to push a button after blocking is the most retarded thing I've seen in Tekken game ever and that's including everything from T4.
So yeah, Bout, Sorry that I'm little bit of skeptic but I doubt they'll fix all these issues in 3 months. I'm sure they'll finally make everything right in second or third revision of Tekken 7, but right of the bat? No way. Sorry.
They need to adjust tons TONS of little things with rage arts and crush arts to not make the gameplay retarded at some point or another. Little hidden things that come out when player skill rises, not just obvious: "nerf the damage".
It can be done, but it's definitely not going to work if left as it was in loctest, no fucking way. That shit was beyond dumb.
One thing that can break and frustrate new Tekken 7 players with rage art triggers are...
Tekken 6 seasoned players. They'll do what they did in T6, stop combos before rage status to make sure next combo will kill them. But this: "not making too much damage" caution play is just ass imo.