Oh ok, I understand what you mean better now. I had misinterpretted what you wrote and apologise profusely.
I do wonder though, DR2K, how would you improve the usefulness of throws? If we take damage into consideration and boost the throw damage, we are left with a big problem. There are many combos in the game that do a significant amount of damage to the enemy, this is a widely known aspect of Tekken. If we boost throw damage, how much do we boost it by? If we boost it ten/twenty percent for example, you run the risk of having some matches end in one big juggle, a throw and a few pokes. This would make the game even less welcoming surely as those who have mastered the combat system would be able to take advantage of this. This would be made even worse by the difficulty of breaking throws while online where lag (in theory anyway, the netcode in this is so good that it might not be too big of a problem) can reduce the amount of frames you have to break a throw and, in turn, make it much more difficult (especially when people new to the game are of course not going to be too adept at throw-breaking based upon the simple fact that they're new to the game).
So maybe we increase the amount of time to break a throw? Well this leaves another problem. If we increase this then the validity of throws may be entirely negated as people will be caught less regularly in throws which would significantly decrease their usefulness as rather than doing some damage on a consistent basis they would do slightly more damage on a less regular basis (which would likely only impact those new to the game). So then we have the option of lowering juggle damage while increasing poke damage further and this is a possibility I guess but if I recall Tekken Tag Tournament 2 had some form of change to juggle damage (I think it was the initial arcade release but this is only based upon reading an article that I can barely even recollect so this will admittedly need verification) which I believe was a reduction. This did not go down well as it changes the game style and increases the potential to simply button mash your way to victory. This still would not really help though because if you increase poke damage, lower juggle damage and increase throw damage you're putting an even bigger significance on low-frame attacks and mix-ups which still leaves it beginner unfriendly as a greater emphasis is put onto memorising each characters' mix-ups to allow you to dodge them better.
So then there is another option, give throws different properties to increase their usefulness, maybe a bound, vastly increase the space between you and your opponent after a throw, move them in a certain direction or launch them into the air. This would still make things complicated for new users as it adds even more properties that have to be learnt.
The point I'm trying to make, and I don't know how effectively I've done it, is that making throws "better/more effective" isn't particularly helpful as it doesn't state what way to make them better. By simply making them more effective you may damage the game's balance. Alternatively, as with later examples, you improve throws yet they still make the game difficult to learn as you just give more things to memorise.
Honestly though, I don't see the problem. To me, it makes sense that somebody who dedicates more time mastering the mechanics will be better than somebody who doesn't. Yes, as more things get added it means that a beginner will have to learn more things in a shorter time period than an experienced player but the experienced player still had to learn the same mechanics, the time to do that was just spread out over a longer time period.
CSX, I completely agree with you on the four limb system. To me, it makes it feel much more logically based when trying to perform attacks. Besides the obvious ones, if two hands are used, it's probably 1+2 with a movement. If two feet are utilised, 3+4 and then it's only a matter of trying to see what direction to input with them.