Yeah, I think we're agreeing on this point, even though you say it in a way more complicated way.
Let's go back to the Honda and Ryu matchup. Honda is devastating at close range and Ryu can keep him away reliably, so we end up with about an 80% win ratio for Ryu in that particular matchup, which is something that could potentially be addressed.
NOW I AM JUST TALKING HYPOTHETICALLY HERE AND I DON'T HAVE ANY PROBLEMS WITH THE BALANCE IN STREET FIGHTER, BUT JUST AS AN EXERCISE IN GAME DESIGN THEORY AHEM AHEM FANCY HATS
So what sort of move could we give Honda that would make him win slightly more against Ryu, but not so much against everyone else? We could address Ryu's fireball and give Honda a fireball reflector or halve the damage he takes from fireballs, or look at things on a larger scale and give him a dodge move or a teleport move. I think the first two solutions are a bit more elegant, since the other two would be ridiculously unpredictable.
SO WORKING UNDER THE THEORY THAT WE ARE TRYING TO MAKE MATCHES MORE INTERESTING AND NOT OFF SOME FUCKING NUMBER MEGAMATRIX FUCKERY, how does that sound as a possible idea.
Moving on, does the win ratio really need to be adjusted? I mean, how does it affect how much fun you can take away from the game, huh? If I see a Ryu vs Honda matchup, I will be like, "Wow, I wonder if Honda will pull some TRICKY FUCKING SHIT," and most of the time he will get fucked over, but I will be pretty excited if he wins. I love watching Koreans play KOF in the arcades just for this reason, because seeing some crazy Korean dude own Iori or Takuma with someone shitty like Ramon or Angel is always fun.
Also, I feel bad posting here, I hope people from Pyoko don't see me. :O