Here is my thoughts on the matter.
I disagree with the notion that Super reduces character diversity. When replaying S3K/Mania, I found myself changing my strategy as Super depending on what character I played. As Sonic or Ray, I typically just made sure to go as fast as possible, picking up rings while moving through the level, which is what you believe Super boils all characters down to. However, as slower characters like Knuckles, Tails, or Mighty (whose abilities don't really make them go fast, especially in the case of Mighty, as his stomp completely halts his momentum), instead of just zooming through the level, I prioritize hitting all the big rings and finding hidden caches of rings.
Simply just blitzing through the level isn't the only way to use Super, but you have to give the player the options to use different strategies. The Big Rings in S3K/Mania gives players the choice to sustain their Super Form by exploring the level for secrets. SRB2 doesn't have an analogue, especially since Tokens don't give you 50 rings anymore. This isn't the only way to vary the way to use Super. For example, in games where Super is a toggle, players could just go Super for a few precious moments to cheese a particularly brutal part of a level, and then not have to worry about trying to collect as many rings as possible.
I'm not trying to suggest adding a Super toggle, or to make Tokens give you 50 rings again; you just have to give player options. Right now, the only thing they can do while Super is just blaze through the level with an attraction shield trying to suck up every ring they come across, and that's obviously not ideal.
Of course, this is just a personal anecdote, and most likely not something everyone experiences, but I still believe it's something to keep in mind.
I disagree with the notion that Super reduces character diversity. When replaying S3K/Mania, I found myself changing my strategy as Super depending on what character I played. As Sonic or Ray, I typically just made sure to go as fast as possible, picking up rings while moving through the level, which is what you believe Super boils all characters down to. However, as slower characters like Knuckles, Tails, or Mighty (whose abilities don't really make them go fast, especially in the case of Mighty, as his stomp completely halts his momentum), instead of just zooming through the level, I prioritize hitting all the big rings and finding hidden caches of rings.
Simply just blitzing through the level isn't the only way to use Super, but you have to give the player the options to use different strategies. The Big Rings in S3K/Mania gives players the choice to sustain their Super Form by exploring the level for secrets. SRB2 doesn't have an analogue, especially since Tokens don't give you 50 rings anymore. This isn't the only way to vary the way to use Super. For example, in games where Super is a toggle, players could just go Super for a few precious moments to cheese a particularly brutal part of a level, and then not have to worry about trying to collect as many rings as possible.
I'm not trying to suggest adding a Super toggle, or to make Tokens give you 50 rings again; you just have to give player options. Right now, the only thing they can do while Super is just blaze through the level with an attraction shield trying to suck up every ring they come across, and that's obviously not ideal.
Of course, this is just a personal anecdote, and most likely not something everyone experiences, but I still believe it's something to keep in mind.