Even with its changes MOTW still flies the FF banner high. Linesway was generally disregarded by high level FF players anyways, and a few stages in RB2 don't allow it. Its a neat feature for screwing around, but it didn't lead to building (m)any victory strategies. I also love that MOTW returned to the FF2/S/3 control scheme and removed the RB series Dial-A-Combo system. I like the RB combo system, but it didn't feel nearly as hardcore as the oldstyle games.
<3 RB2, wish there were more players.
Feint combo cancelling was introduced in RB2. It was a system which MotW improved upon and kind of enforced. Lineswaying is what makes FF unique, as well as background/character interaction. MotW has FF characters and continues the story, but doesn't play like an FF game. In it's own right it's a great 2D game.
RB2 gameplay involved pursuits, wake up attacks, overhead/linesway special move cancelling, tech rolls, forced cross-ups and just frames. Add lineswaying to this and the system takes on another level. Geese just doesn't feel the same without his pursuit and in this game it is a major part of his game. MotW barely touches on these elements. It's just a different game altogether. The Dial-A-Combo system was toned down in RB2 and some characters (Tung) for example didn't have many strings to work with.
I guess when it comes to lineswaying, you have to look at what this has achieved historically. Some characters were given specials which can only work in this type of gameplay. Memorable attacks were Franco's Weaving Blow(lol) in RB1, Mai/Andy's Phantom Shiranui in RB1, Duck King's Cross Head Spin in RBS, Sokaku's Vortex Inferno in RBS, Wolfgang's counter in RBS and Terry's Round Wave and Bashing Sway in any of the RB games. Terry's linesway attacks were actually ported to KoF and many other incarnations but they are pointless in these games, it's an RB thing.