Like Raansu said, this DOA is more of a "back to the roots" game, which I am highly in favor of. The worst thing they ever did to DOA, in my opinion, is increase the stun threshold drastically in DOA4, which was carried into DOA5. In fact, I would even be ok with the stun threshold being decreased even more than they already have, since right now it's somewhere between DOA3 and DOA4.
As far as Break Blow goes, I do like it better than Critical Burst, as it does not lean on the stun game to get results. I do think that either the move needs to lose its guard break properties (not necessarily unsafe, but at least not advantage), OR lose the sabaki properties so it can reliably be stuffed, and therefore not be a random "wake up Break Blow" tool. Personally I would prefer the latter, as the game has limited options in which to build an offense, using a full bar of meter for some block advantage seems ok to me. Plus they are super linear so they can be stepped easily, which is something we need to remember to factor into our ideas of how powerful a move is or isn't.
As you can see, my opinion on DOA in general, after playing this game for 15+ years, is the less you have to work with the stun system the better, and this game is trending in that direction. I was a huge fan of SE in old games (it was actually very effective in DOA2, but nobody really used it), as it allowed another defensive option outside of the hold, but because of the changes in the stun system and the way in which characters recover quickly makes me actually prefer it being gone in 6.
On an unrelated note, I would love to see the complete removal of guard break moves that do not give advantage. For example, Bass has some guard break moves that are still about -4 on block (66P I believe). This creates a logical discrepancy that adds more confusion than anything else. A guard break animation should mean exactly what it shows on screen, which is one character being in an advantageous position over the other.
Say Player A, who may not have the knowledge of exact frames, attacks after guarding a guard break move that leaves the attacker, Player B, in a negative frame situation. Player A and B both attack after the move is blocked, and Player A wins out against Player B's attack. This sends a message to Player A that they can attack safely after guard breaks. Now say Player A blocks a guard break attack from Player B that leaves Player B at plus frames, and they attack again, only this time they lose out to Player B's follow up attack. This can be pretty confusing and unintuitive to newer players, and it does not make logical sense in the context of the game. Besides, do we really need to see a guard break animation for moves that leave the attacker at -4? Either give them slight advantage or just don't have the move trigger a guard break animation on block.
While I am a player that knows the frame data of the fighting games I play (I have so much useless knowledge), I don't think it should be necessary to know frames on visually represented guard advantage/disadvantage moves, and removing this discrepancy would add to the enjoyment of more casual players who do not care to learn every block advantage/disadvantage in the game.
Sorry if that was a wall of messy text, I hope I was able to clearly convey what I've been thinking.