I'm not sure if this addresses my concerns. Partly because it makes it feel like slow characters will potentially just -never- catch up to zoner characters, and partly because it still feels like you're going to get a weird situation where each character is in their "ideal range" on their own turn, because the zoner can back away and do their attacks, and then the shorter range character can just close in and do their attacks -- assuming neither character is significantly faster than the other after their stances/traits/special tricks are taken into account.
Fundamentally I find that 'turn taking' movement produces a weird, artificial feeling in a lot of games. This is why stuff like attacks of opportunity exist -- to keep a person with a bow from running away from melee and then shooting, which is really only a problem in a turn-taking environment. Whereas in a 2d fighting game, I feel like there's need to be a sense of "Oh, he got into short range against that opponent because he made a really good choice/his opponent made an error" which is absent for this style of movement.