Also I had a random thought about Mess's class. What if instead of gaining meter by just attacking, he gained a boosted amount (2x?) from actually hitting a target (wasn't that how it actually worked before the update?). Therefore the super attacks are rewards for being accurate and hitting a target rather than high-powered attacks you get by punching a wall enough. I know personally it's frustrating when a Messatsu player misses me a bunch of times and then just runs me over with a Lagless Hell Frag they got from just firing blindly a bunch.
The original did only gain super from hitting players. Though you gained a ton of it. I never liked this approach mostly because it just became frustrating to miss players just barely and get nothing while getting owned by an attack that you also dodged, but had enough splash damage to take half your health. Lego's class in particular is a stupidly effective counter to me in a straight duel due to the range, speed and power of his missiles. (3 missiles that are close will kill my class) The entire point of the class was to be very high risk and reward. So, while you can build super by punching a wall, to get up to the highest super, you need to fire 28 times. Not exactly broken tier. Also, if you miss with it, (Opponent can just jump) then it's a giant waste anyway. I'm not saying the current system is perfect, but I'm also not really willing to roll backward to the previous setup at this point.
That actually sounds like a good way to handle Messatsu's super meter situation. I know Barlowe brought up another idea in a Skype call that was up during the open beta, where the super meter would work closer to the Revenge Gauge from SFIV. Rather, the meter would fill up whenever Messatsu takes damage, so you have to play smart and try to survive in order to gain your supers instead of basically Rambo bumrushing your way through everything.
Ehhh, I really don't like this idea. It definitely unique, but given the light armor, this would be more frustrating than practical.