I really do think that the expectation of modern fighting games to have constant balance patches is a net negative for the whole experience.
I largely play old fighting games that were released as set-in-stone editions, and are immutable. While the perception of characters and the knowledge of playing with and against them might change, their properties will stay exactly the way they are until the end of time. I don't think people appreciate how positive this is to the attitude of playing one of these games.
Testament is an absurdly strong character in Guilty Gear XX: Accent Core +R. They will continue to be strong forever. You basically never see people in the community bitching about Testament, or complaining about this. And why would they? That's the game. The game is like this forever. You can either adapt, learn the counterplay, analyze top sets to see how strong players deal with Testament's tools, maybe learn a stronger character with a stronger Testament matchup, or you can play a different game. That's just how it is. Nothing to be done but to adapt or leave.
I think, personally, that this is incredibly good for the experience of playing a game like this. There's nothing to bitch about, no hate to be given. This is how the game works. We're here to play the game. There's no point overselling a character's strengths or weaknesses online, like prayers to deities who might be listening, hoping for a nerf or buff. Sometimes a game might be unbalanced. Sometimes that's okay if the game is still fun to play. Zappa's incredibly strong, sure, but you'll get laughed out of the room if you get mad at someone for playing them. The Zappa we have is the Zappa we'll have forever. You can learn the matchup, practice and adapt, or you can find a different fighting game.
The flipside of this, is that if you play a character, whether that be a high tier, or a mid tier, or a low tier, that's the character you're getting forever. Your character will never receive a nerf that guts them, nor a buff that leaves you the most hated person in any tournament. There's a certain jovial atmosphere around players of bad characters, not one of prayers to the devs to change or fix them, but one of acceptance. This is the character we have. They're base properties aren't getting any better. Let's see if we can't make them work? On the flipside, if you pick a strong character, they're not going to be hit by a massive nerf leaving them unusable. Characters aren't going to have the properties of moves altered, making you relearn every combo. Your character is yours. All there is is to make the most of it.
And this isn't even touching on the fact that, in many cases, a game being unbalanced can be a good thing! Melee is an intoxicating spectator sport for a lot of reasons, but chief among them is that such a large percentage of the cast is just unusably bad, making any appearance of the bottom half of the cast exciting and novel. Who gives a shit about what Zain's doing, there's a Game & Watch in top 64, let's watch them! You also see this prominently in +R with Bridget, who's always an extremely exciting character to see in action. It's great! It gets the crowds going! It's not always a bad thing for characters to be bad, as long as you let the player base accept this and don't lead them on!
honestly I think there's a lot that e-sports could take from Melee. Love or hate the game, it is uniquely capable of hyping up crowds in no small part due to the pro wrestling style personas that the top players have always played up for the cameras and the focus on players as larger than life characters, on top of the game having very distinct character brackets that make any deviation thrilling and enrapturing to watch, and I think e-sports could benefit as a viewer experience by- I am dragged off stage by a hooked cain
I contrast, in my head, my experience of playing Luigi in Melee, a fun experience of trying to make this piece of shit work, having a pretty good time with it, with trying to play Testament in Strive, on paper a much better character relative to the cast. The anxiety of every balance patch coming out, seeing if this time Testament is going to be allowed to be good. Of getting moves reworked and having to relearn entire combo trees. Of getting nerfed, despite already being the worst in the game. I think about the way that every dispute over character balance is projected loudly, because there are often developers listening. Oftentimes it feels like the community response to a character being strong, or a matchup being uneven, isn't an opportunity to adapt, learn counterplay, maybe pick up a secondary, but to hope and pray for them to get less strong overnight. The cast gets homogenized in an attempt to make wide scale balance updates easier.
I don't like any of it. If my character is going to be bad, that's fine. Leave them bad forever. Don't let me get my hopes up. Don't give me the experience of scrolling down to Testament's page in the patch notes just to see that they were nerfed for the thousandth time. Let the strong characters be strong, let the weak characters be weak. Maybe in a year or two you can release a new edition of the game as an update. Or don't. But I do think the current state of fighting game communities surrounding balance patches is a lot less fun than the alternative of just leaving it