I do have to say that, a pervasive attitude of the Exalted community almost
anywhere usually boils down to "Don't do this because [Reasons]."
It's been true of pretty much every place I've ever been (all 2.5 of them). We all have our biases, and our leading 'movements' in interpreting the giant THING that is Exalted.
Like
@vicky_molokh pointed out- A lot of discussion of the game and rules comes off as
reeking of barely-veiled disdain or similar: "This is broken, and you're wrong for having fun with something that is obviously broken."
Most often it's honestly just a result of people having to
repeat themselves.
I don't like Chung's methodology and approach to Exalted or game design, for example, but he's been engaged with people who ask the same questions and offer the same arguments
repeatedly, sometimes hours apart in the same thread. for years now. Actual Years. Hell. Exalted 2nd edition was released in 2007. It's been nearly a
decade. I got into Exalted in 2008-9.
I'd lose patience dealing with that too.
As mentioned, fixing Exalted comes down to either not enough reward for too much effort, or anything else. There
is no simple fix. My approach boiled down to developing Rules as Intended or Rules as Interpreted- because I felt that was a better use of my time compared to rewriting an entire book and then making players read the
original book plus
my book. I like to think that I am a useful resource for people who
do want to rewrite the game though.
Exalted 2.5 ended up like that. It didn't work too well now did it?
Even more fundamentally- you have to figure out what kind of
game you want to make.
Like, there's rumbling of redoing combat as a one-roll resolution in Kerisgame. I can understand why that's being done because it makes sense, and the kind of game ES and Aleph are playing is better suited to that level of abstraction. They are
happy with that. I don't think I would be.
Other people want a game where the combat system is 'flattened'. To where they never can laugh off any tier of opponent. And still others like me want a more robust Craft and Mass Social System, because those kinds of games interest me.
All of these desires and decisions in turn require you to make more decisions- and it all spirals out in a huge network of complexity that can be exacerbated by the nature of the design. Exalted is an Exception-based system, where Charms are by design intended to inject rules into the game or to waive limitations on in-game actions. So you need not only the base system and rules, you need room to create the Exceptions.
So 'fixing lethality' or the game in general. it can be done, but you have to decide how you want to do it. You have to accept that you can either approach the fix as Broadly Applicable or Specific to your needs.
Edit: you can tell I have six hours of sleep, can't you?