Of course resources determine the usage of the attack. PB doesn't bring much depth besides waiting for the core phase to unload and isn't even available in most fight. That makes it a shitty option.
Having a chargeable PA/Tech which the only relevant differences between each charge stage is range, area of effect and damage output is false depth. Player will identify the most cost effective version and then just use that charge state.
Cost effectiveness doesn't matter when you have overfill situation with PP which is why there are different usages for Rising Edge at max and at half charge. In the same vein cost effectiveness matters when you don't have that PP. It's an action game so frame data and length of PA are also important factors and at this point. As I said all those charge levels had their purpose in PSO2. You wouldn't use a full charged Nova Strike if all the mobs die in one hit.
Yes, it ends up superior when it is a free PA power level attack that costs no resources.
It's not PA power level attack or at least not in the regards to DPS. No idea where you take some of this from.
Merging the two into one Tech with the charged and uncharged forms being different actually increases tactical depth as it actual increases the number of actions available to a player at anyone time.
It leaves the exact same options except NGS is still missing tech forms and whole elements. All that matters is that there is a third tech with two modes.
You're trying too hard to obscure the actual facts that the actually important variety drives in NGS are too few and just need to be improved. Having Foie and Rafoie under one button doesn't matter for that topic when in fact you only get two of these buttons per element while PSO2 had like 6+. Nobody is asking them to stop bundling up PAs with skip arts/alternate modes but to just add some more. I played enough Hunter in PSO2 and in the Closed Beta to know that while I liked the toolkit it was incredibly lacking in variety compared to how many moves you had in PSO2.