I don't disagree with anything you say here...on the surface I really like the cool down period on ground transitions. The thing is, the ground game can feel unresponsive enough at times, and I know there will be push back to the idea because a cool down would make it even more unresponsive, especially to the new user who is spamming everything trying to figure out how to play the game.
In an ideal world to me, all user input would result in an action on the screen no matter what, and the quality/speed/effectiveness of that action is determined by stamina/timing/ratings. The ground and clinch are the farthest from that of any place in our game, although we made some real progress on the ground with strikes overlapping with transitions. I'd prefer to be moving more in that direction than away from it. Having said that, perhaps there is more we can do...or perhaps not and cool down is the only solution without making much bigger changes.
As for the "no getups from mount" thing, the designers have really gone for a symmetric design around the ground positions, likely for the same reasons as above, except where the nature of the sport makes it absolutely impossible. A new user trying to understand the controls knows that L3 is getup no matter what, and won't ever get frustrated not getting a response from their input.
Again, we could probably balance the effectiveness better for different positions.
I keep getting reminded that many of our users, who identify themselves as UFC fans, don't know the names of the different ground positions, let alone what their advantages/disadvantages are. Our goal is to best represent the sport so they can come to understand those differences while at the same time not alienating that segment of our users or the hardcore fans who know what's what. Part of what makes the ground game a particularly tricky problem to solve.