Please think of the improvements in KOFXII's netcode post-release as movement in the right direction and a positive FOUNDATION for things to come.
The online functionality in KOFXIII is still VERY early in development and is, more importantly, a HUGE priority.
As soon as we're all decompressed from E3, we'll get to work reviewing your questions and compiling your feedback!
-Aram Jabbari
PR Manager, ATLUS
If the netcode in 13 is still "early" in development then please get SNK to wipe everything, license GGPO and implement, even if it means significant rewriting of the game's code.
I don't know what market ATLUS is targeting. Ignition seemed to be going for the mass market with 12, whereas Capcom's 3rd Strike Online Edition is obviously aiming for the hardest of the core.
For the latter audience (at least in the West) simply having the letters GGPO in the game is probably the best marketing possible. The importance will only increase as other titles bring greater awareness of this brand / technology amongst players.
SNK has already lost an immense amount of goodwill amongst players from its previous titles - this KOF is perhaps their last chance, and they shouldnt waste it. It seems SNK may not be in the best financial position these days, but another barebones port with barely playable netcode is definitely not going to save them, and may instead be the final nail in the coffin. Adopting a Blizzard-like "when its done" approach, and implementing GGPO (and other industry-best-practice online features) will be a good first step towards recovering their reputation. I don't know the business arrangement Atlus has with SNK, but if Atlus is acting as a traditional publisher (as opposed to just a distributor), then I hope some funding might be diverted purely for this purpose.
Traditionally japanese devs havent placed much priority on online technology. Atlus has made a good name for itself as a company willing to listen to its players. Hopefully they can succeed where Ignition had failed, and convince SNK to finally innovate (or at least match its best competitors) in this crucial area. It might also be valuable to look outside of the narrow world of Japanese arcade fighting games, and take a look at what other genres have been doing online - Starcraft 2, MMOs, FPS games, Steam, etc.
In game features to help build local communities, like regional lobbies or chat channels, online multiplayer training rooms for mentoring, eSport features like auto-tournaments and video/replay "TV" channels, etc will aid players in promoting the game to their friends. In Japan fighting games have survived because of the prevalence of arcade centres there. This kind of infrastructure is missing in most of the world, so it's necessary to duplicate it online in order to aid players in finding others and growing their local communities.
You may want to start recruiting players from around the world (or at least the US) to participate in a closed beta. Honest, real-life feedback will be key to really demonstrating whether 13's netcode is comparable to its competitors.
(ah... I realise this post has no questions and is just a rant. Oh well.)