RE Rapid Click
It is a game - a struggle based on the skills, stats and limitations of the players and their character class. It should have nothing to do with the quality of a persons hardware nor largely upon their ability to mash meaningless buttons at speed (both aspects that tend to even out and be the same across a population anyway).
Rapid button mashing offers no additional game design element - it only destroys your hardware and aggravates repetitive stress issues, whilst wasting your individual physical and mental energy. Press a button because it offers a focused and calculated advantage/function, not because your chances of success improve by mashing keys willy-nilly. Not only that, but it promotes the later use of auto-trigger macros and other forms of cheating/questionable play. The players role is to consider the best way to apply their strengths given their weaknesses and wield their ki and stamina accordingly. Use your head, not your rage-spam.
Thinking back to playing the older Budokai games where this very function was done by spinning the analog sticks in various situations, players of any skill level would find it just as easy. The person who won was usually the one paying more attention at the start of the sequence and got half a rotation extra in over the other player. Unless you were playing with someone 10 years your junior (likelier to happen online than in a living room), then it was always as simple a matter as a coin toss. You could get away with that in a game built as a loungeroom fighter, but this would be a retarded way of determining the outcome of power struggles in a game between such varying players with varying powerlevels.
How often did cannonfodder attacks actually prove successful finishers throughout DBZ? None, because rage-spamming is a futile approach to anything.