Glad you still enjoy the game and I’m glad to say that your points do have logic to them but personally I disagree with a few of them, so let me reply to each in turn.
1. Unblockables are one of the few things that come as a predictable guarantee in this game and do not depend on chance, only upgrades. While it is very frustrating to be defeated by a BB3 (Blockbuster tier 3, the strongest), part of the game experience is learning to play around that and accommodating for it in your playstyle. I find that the AI fighters are very obvious in their use of charge attacks and usually hold them for the full duration so they are not difficult to avoid, while they are very useful on the player’s side yet inefficient enough not to be too game-breaking – you won’t have any fun spamming charge attacks against an opponent built purely around HP and defence so you will have to be more creative. Also remember that fighters cannot be hit during their non-attacking tag-ins or while getting up off the floor but are still able to queue Blockbusters to activate the very moment that they are vulnerable again (unless the opponent is waiting to attack with their BB3), which is a very good way to counter charge attacks. The problem is that the AI currently is quite silly and prefers to try to block the charge attack rather than using an effective counter, so an update to its behaviour will solve this issue.
2. Many of us will empathise with you and recall the times we have struggled against Armed Forces Cerebella, Untouchable Peacock and the Unstoppable Force modifier, but after learning the appropriate counters we eventually recognised it as a staple of the game that requires just a little bit more thought than other buffs and debuffs. Don’t underestimate throws, and learn to make the AI tag out to remove the unflinching. I don’t know how long you have been playing but please be thankful that now at least Blockbusters are not stopped by unflinching; it used to be hell before so now it’s heaven in comparison.
3. This already exists! Unless I’ve terribly misinterpreted what you mean, you will find all of the information you are looking for in the pause menu during any match. It gives you all of the details about the state of the battlefield at the moment you paused, though it does not go to the extreme depth of telling you both sides’ statistics. This is okay in my opinion as knowing absolutely everything about your enemy ruins the fun of the encounter.
4. While 900 gold on its own does not seem like much, it stacks up quite quickly. Also, you are not meant to use single story fights as your main source of income, but rather a mixture of all available features, as well as the massive bonuses at the ends of acts/chapters in the story. Have you unlocked prize fights yet? You may find garnering finances much easier in that mode; you should also try to 100% complete any story chapters that you can because I suspect that you may have rushed through the bare minimum number of stages required to advance the plot and missed out on large payouts.
5. The Hidden Variable Studios developers are always trying to work out these bugs, especially ones that crash the game and end streaks like that. Try to keep an eye out for things that may be related to the crashes and report your findings to the bugs & issues subforum we have here. Check to see if the glitch has already had a thread made on it first, though.
6. This could seem useful to you at the moment, but when you acquire enough duplicates of moves you will start to compare the stat boosts that they have attached to them and selling these moves in bulk could become problematic; the current bulk sell feature is actually quite clever in this way (whether intentionally or not) as it may cause you to come to this realisation sooner rather than later. I appreciate your pain, though. Maybe try to develop a habit of dealing with new moves as soon as you get them?