Stupid jokes aside, I do think breaker needs to be in every MK game. It lets the designers go ham on powerful juggle options for the cast without hampering their damage output. Wanna stay safe? Mind your meter then.
I also think NRS should experiment with meter-based push block. MK as a series is generally high octane, pressure-happy insanity. Defensive options that help complement that would be better than things like armored launchers, shitty armored moves that are more death on block than the pressure you tried to armor out of, or a laundry list of invulnerable wakeup options.
Defensive options should always dictate the power level of offensive options in a fighting game because if defense is objectively better than offense 9/10 times, then going on the offense is too risky to bother. Designing powerful defense then tuning offense around that helps make a better core gameplay loop base. Individual character interactions with those systems should follow suit.
Also? Hot take: separating offense and defense meter bars in MK11 was absolutely a fantastic design decision imo. It just wasn't handled well for balance. WAY more balancing levers to finely tune instead of one meter bar being everything: damage, launching, armor, and breaking. Hate they regressed on this instead of trying to dig in deeper.