Dear Geothermal, perhaps you disunderstand the point of fighting games. The reason why there are move input complications deals very much with the way a player can handle a specific circumstance.
What are you playing a fighting game for? Are you doing it to just be able to battle wits or to be able to maintain enough composure and control over your motions whilst battling wits at the same time? If former, you can play any non-timing sensitive competitive game like tactics games (which I love, by the way). The latter offers a different challenge.
If you think simplifying moves makes a game accessible to more people, you're right, but there's always a tradeoff. At the extreme of simplification, you come down to a reductionist problem: how do you vary moves with one button? You trade simplicity of mechanics for a more interesting game.
So what is the point of having Necro Okotta Baai's input being 34123646+P instead of a simple 6+P? It introduces a higher cognitive load to perform the action such that it would succeed, knowing the penalties for failure are high. This contends with the amount you must already be paying attention to, and thus 1) requires the player to think ahead instead of input on reaction, 2) introduce an orthogonal payoff matrix regarding successful or unsuccessful execution in your particular circumstance, 3) gets the player respect on well-timed successful executions that plays to the tertiary and psychological reward.
However, designers thought such a complication on a move best used for a counter was overmuch, and simplified it to 632146+P. As such, this move is no longer as awesome to see as was before.
Also, QCF timings in Guilty Gear range from pretty forgiving (6+ frames what) to pretty much you gotta do it just right (2 frames). If you ask me, it's hell of a lot harder to muscle-memorize QCF timings than move inputs. I could not use a single super and still be doing technically challenging things. Skill is not measured in supers.