A Modest Proposal for Improving RE
I think it's safe to say that no one is too excited for Reversal Edge. Which is understandable, as it's a mechanic aimed at helping new players feel competent and preventing experienced players from overwhelming them.
The problem is that it's easily spammed, it beats everything, and it results in a guessing game that doesn't look fun. Maybe it looks cool, but not fun.
So I suggest that SoulCalibur VI follow the example of guard-cancel counters in KOF, bursts in Guilty Gear/Blazblue/Persona/ArcSys, Break Shots in Fatal Fury, and V-reversals in Street Fighter V and make this "get off of me" counter move cost some meter. At the very least, this prevents the move from getting spammed endlessly. I'm going to suggest that half of one bar would be a sufficient cost to deter over-use, but not so much that an inexperienced player couldn't build it up during a round.
But is it too strict? Unlike all the other examples I listed above, it's a guessing game. There's no way to guarantee that you'll actually win the rock-paper-scissors battle. This uncertainty could prevent new players from wanting to take that risk and undermine the very reason they created the mechanic.
So here's the second part of my proposal. In the event that the player who spends half a bar to initiate the RE loses (not clashes or returns to neutral, but takes damage), the half-bar they spent gets returned to them. So the possibilities of an RE are:
1. Spend half a bar, win the RE, opponent takes damage
2. Spend half a bar, RE ends in a draw, reset to neutral
3. Spend half a bar, lose the RE, take damage, get half a bar back
Of course, the player could just keep doing REs until 1 or 2 happens, but that's true in the current build anyway. Since I know there's no way they're going to remove RE completely, I think this would be the next best way to improve the mechanic.