Without any unnecessary prologue, I will get right to it, I am sure everybody understands what this topic is about.
1. Problem with midchain/finisher lights.
There are currently barely any viable light followups exist without the light being faster than 466ms. Both example coming to my mind is from a Harbringer hero: Jormungandr has a light finisher which is undodgable, so people dodging the chain bash will be hit by the light; Zhanhu's very slow light finisher is unblockable, therefore you must decide if you parry it or wait for the heavy (in theory at least). All other lights are useless if they are slower than that: you see the indicator, you easily reaction block it, and in worse case, you reset to neutral. Some lights work after a stun, like after Lawbringer's top heavy even if they are only 500ms.
In my opinion, unless a chain light or light finisher has no very specific role in the chain, like in Jormungandr's case, it should totally be 466 or 433ms at least, since there is no other realistic chance of them landing, not even on avarage level. I don't remember a time it did me any favour throwing out Black Prior's light finisher in a non guaranteed situation, for example, which is the case with all the characters without a fast light chain or very specific light chain. It should be addressed.
2. Problem with heavy finishers.
By the time you get to your heavy finisher, you are probably near exhausted, and even if it is high damage, it is barely worthwhile to throw them out. Even if the opponent won't use one of the multiple available ways to deal with a heavy finisher, it is still relatively safe to block them. So, unless a heavy finisher has no specific role in the moveset (like in PK's side heavies' case which can be softfeinted into dagger cancel), all heavy finishers should be unblockable by default (I don't care again about realism with some lighter characters unblockables, if JJ can have 400ms lights and Shaman can have a 40 damage unblockable). Maybe some non finisher, normal chained heavy or even normal opener heavy should be unblockable too- a lot more attacks should be unblockable.
3. Stamina
I don't have to elaborate here. All and every hero should receive massive stamina buffs, the current amount is ridicoulous, most of your stamia is gone for using a chain. First, double it, then we will check how it goes. And blocked attacks should not have extra stamina cost.
4. Punishes
It is pathetic that some characters still get 40+ damage on a light parry. 35 for a heavy and 20 for a light should be the norm, 40 should be the abosolute highest for a light, 22 or so for a heavy. I would also decrease guardbreak punishes, either to a simple light or a special heavy for fixed damage. For these numbers, no wonder nobody wants to risk an attack.
5. Block damage
Since guard, at least solid guard is so easy to use, I think it would be good to heavily increase block damage. 30% would be enough, that way, a 40 damage heavy would deal 13, which means you get a light's worth of damage unless your opponent is willing to commit.