you guys realize that you -don't- have to break, right? and that a lot of other fighting games don't even have a breaker?
the fact that you want to be completely safe AND be able to turn around and have everything after breaking something is a little silly to me. you just stopped your opponent from doing most likely at least 30% damage to you. the penalty is 2 bars of EX meter and your stamina with a cooldown period. You just got smacked and then interrupted getting punished or hit. The stamina is an important thing to have taken away because it means that you can't backdash for a time, you can't use interractables, nothing like that. so it means that you really have to think for the next few seconds.
i'm noticing that people are really hung up on the fact that characters with run cancel combos are more negatively impacted by this than not but, what about the alternatives? you could not break, you could just take the damage. chances are that you aren't going to die from the combo. or when you break you could play a counterpoke game and punish an attempt to take advantage of your low stamina.
cassie for example without the run gets something like 15% midscreen? but how is that bad when you just interrupted a 30% or more combo? so you aren't maximizing your damage immediately after breaker, that does not mean the match still has not been swung into your favor. you just effectively said "stop, it's my turn" by breaking. especially with cassie where B12 is such a great string.
my point is that the pros greatly outweigh the cons and that some characters don't use run cancels and stuff like that for combos is just a fact of the game. characters are different. it feels much more like a deep game with having breaker having different effects on different characters instead of MK9 where it's just free, basically. it becomes another thing you have to think about, and thinking is the whole point