A question for the build junkies since we've got some time before the next vote: there's obviously a long term build that makes Hazou actually relevant in combat but, in the short to medium term, now that we have so much CP wouldn't the fastest way to scale into jounin or elite-jouin territory be to prioritize summoning elite dogs?
Bumping awareness (to get a summon out before getting hit), physique or a supplemental defensive technique (to prevent getting one-shot), and then some leg work on the 7th path to get the equivalent of an Asuma or Kakashi as a summon... Does that make us pretty combat relevant again?
In a word: no.
Being less flippant, there are several problems with this idea. The first is that Hazō's Alertness is currently terrible (36, not even chuunin-level); jounin, based on the combat training stunts, usually have Alertness 60 at least. You can imagine jounin with Alertness in a 50-slot for pyramid reasons, but high fifties is probably the lowest you can have and still call yourself a jounin. That means that in order to start actually
winning initiative in jounin-level fights, you need Alertness 60; we have a couple of Alertness buffs (chakdar, Banshee Lovers) that work on initiative in some circumstances, and if both of them work they let us get away with Alertness in the low fifties or even 49; but they don't always apply, and many jounin will have Alertness in the high sixties and/or their own Alertness buffs. So it would take a
lot of work to let us reliably win initiative in jounin-level fights.
This is not necessarily an insurmountable problem - we could get to Alertness 60 base in 1164 XP if we spent on nothing else, and with FOOM that would only take us a few months. However, if we actually did that, we would have a problem, because in order to earn XP at a reasonable rate we need to unstagnate combat every 1000 XP, and that requires us to punch things personally; and that requires us to level our actual combat stats. Having a supplemental defensive technique, even if we found an amazing one that let us survive multiple rounds of jounin-level attacks despite our Ath being barely over the line of chuunin, doesn't unstagnate us unless we attack. (We also have 2000 XP worth of notes sitting somewhere off in abstraction-land that we need to swallow, so we're going to need to unstagnate Combat a
lot.)
Finally, there's the problem that supplemental defensive techniques either boost Ath (in which case our best option is Substitution and it's more efficient to just level Ath than to push Substitution above half your Athletics) or require themselves being levelled to approximately the same level as the attack they're used to defend against. So if we want to avoid getting one-shot, there isn't really any better way than levelling Ath. (Physique has effectively no defensive benefit between 40 and 60 except when it's actually targeted by an attack, which is rare, so that doesn't help us.) Our summon can't really help with this problem, either, because keeping someone alive in MfD in a fight is very difficult and would basically prevent the summon from doing anything else if they could even do it; they could run a Block with their Standard every turn, but it won't work against every skill (e.g. a Block with a close combat skill won't protect us from a Fireball technique).
To sum up: we don't have access to a defensive technique that makes more sense for us than levelling Ath; we need to punch things in order to unstagnate combat in order to earn XP, for which we need Tai; and it would take long enough for this strategy to start actually working that we can't afford the delay before levelling our other combat stats.
(As a final note; we don't actually need to be relevant in combat. That's what we have teammates for. Our goal combat-wise is to do
exactly as much combat as we need to to keep up with our unstagnations, and no more.)