Saying you require meter to do anywhere-juggle moves isn't a fact?
No, because you are wrong on that point. K' has a meterless anywhere juggle move.
In defence of Kof13;
I'm of the opinion that easy = good. Games shouldn't be hard for the sake of being hard, you should feel like you are in control and imo that is the case in kof13.
When it comes to complicated versus simple combos and scaling etc i will argue that kof13 has great balance. Most characters can do good damage with simple enough combos and they can just combo into neomax after hitconfirming HD for 5-600 damage typically wich is good. But then again, if they do a complete HD combo they may be able to do 7-800 damage for the same amount of meter wich means that the effort of doing big combos, atleast for some characters is very much worth it. Knowing the HD options that don't require bar might allow you to get good, even great damage out of your HD combos and still leave you with great options after a reset for example. So, effort is rewarded but you're not screwed just because you don't have the execution or confidence to do big combos yet.
In my own opinion, kof13 is great and if they would just tweak some stuff, for example reduce damage slightly for takuma/mr karate/hwa jai, say by 10 damage per hien shinpuukyaku/dragon tail (possibly karate's dragon punches and fireballs aswell) and the scaling already in place will make them deal more normal damage.
If the next kof game builds on 13 and fixes the little annoying things sprinkled around and ofcourse, adds some new characters, i'm sure it would be amazing, atleast to me.
Also, i like HD but i'd be fine with seeing it go just to see the next game play out differently.