Front loading lag moves maybe makes things a bit more interesting for vets and could get some of them caught by surprise, because now maybe you're bashing someone that has already lagged himself for 2-3 rounds.
Diminishing returns on lag? If trip lag lags 1.9 rounds, tripping again will only impose 1.2 rounds, and so on, to the point that everytime you repeat a command, it's efficacy goes down. However, if you work in a none lag command, the counter gets reset. So bash/jab bash, all is normal, three bashes in a row, not lagging the guy much at all.
Would also add value to some 1 round moves that are not as often used when you're doing it to reset the counter, but don't want to commit a 2 round move to do so.
I don't think any system is ever going to encourage vets to die more while not mercilessly punishing newbies at the same time. Ditching anti-gang just leads to certain death, which will make vets and newbies die more, however, consider the counterplay side of that. What fun is it to be the victim killed while stuck in unpreventable complete command denial?
That would encourage group play to an extent though, because anyone running solo will run into three people and be insta killed for the most part.
Very few, if any builds, can take on three people with no commands.