I just gave you two examples and also you are ignoring a major part of what makes Tekken Tekken. Just like AAK is doing pretty much same in a different way.
Tekken is a game with a select skeleton that the entire cast in some form or fashion subscribes to. Almost everyone has a 10f jab. Almost everyone has a launching low crush using u or u/f. A duckjab. a variation of df+2. etc etc.
That's just the homogeneous skeleton that the game has. Most 3D fighters follow this, moreso namco than Sega or Tecmo. The rest of the Tekken body is filled out by how the character actually performs using those techniques or if they have them at all. Jack doesn't have a hopkick but has a 10f Jab. Steve doesn't use his normal kick buttons for kicks but still has a low crushing uf move. Some character's df+2 doesn't launch on normal hit, but some do. That's the skin and muscle of the characters that's what makes them who they are. its different but the skeleton for the most part remains in tact.
I wouldn't call Jack's f2 a jab move at all. It's a pure CH tool. The changes that they made to it after his nerfs in Tekken 7 make that clear. It does pitiful damage on normal hit now, but a fuckload of damage on CH + the follow up.
I agree with the rest of what you said here.
Why would I recognize the homogeneity argument when I've already given multiple examples of how characters are unique and have yet to be proven wrong or provided with any legitimate counter examples?
You're looking at hopkicks as an argument for homogeneity but not every character has a hopkick so how again are we applying this homogeneity stance blatantly across the board for the entire cast? Where's Nina's hopkick? Where's Alisa's hopkick? Where's Dragunov's hopkick? Where's Marduk's hopkick?
Alisa's u/f4,4 (or is it u/f3,3?) is her hopkick.
The thing that you're glossing over here is that there is very much a template for every character in Tekken. They don't have the exact same moves, but they have similar tools, and the balance comes in the form of some tools being slightly better than other tools for a specific character.
Everybody has low crushes.
- Marduk's u/f4 is safe on block, but only gets a short follow up instead of a full juggle.
- Hopkicks are unsafe, but get a full follow up on normal hit.
- Nina doesn't have a hop kick, but she has a low crush that does a decent amount of damage for one hit and crushes WAY earlier than hopkicks.
Nearly the whole cast has a 10f jab. The few that don't have a 10f CH tool and slower jabs that give more + frames on block.
- Jack's f2, Ganryu's headbutt, and Bear's f1,1,1 are all CH 10f tools, though Bears do have a sort of unorthodox 10f jab.
Nearly the whole cast have mid pokes in the 12 - 14 frame range.
Nearly the whole cast is able to use instant crouch jab from standing as a quick defensive high crush tool against pressure.
Nearly the whole cast has a low poke in the 15 - 17 frame range.
Nearly the whole cast has a high crushing low.
Nearly the whole cast have a WR move with heavy + frames on block.
Nearly the whole cast is able to launch in the 14 - 16 frame range from standing.
Nearly the whole cast is able to launch at 15 frames from ducking.
Nearly the whole cast has a 11 frame WS mid poke.
The only thing that really changes it up is the different animations, but most of the moves follow a very straight forward template for Tekken.Basically, if a character doesn't have 1 or 2 of these things, they have stronger variations of the rest of the stuff. This is why I like to recommend Jin as a starting character to learn the game on, because he has every single one of these tools, so when you experiment with other characters, you can go "oh he/she doesn't have X thing like Jin, but does do X thing better than him!"