Yeah I think I've reached some sort of conclusion.
The spin vs speed balance has shifted a lot more than I initially thought coming back two years ago.
This fact is obscured by a lot of people holding on to old playstyles and classic rubbers, but a telltale sign is how people playing with classic (pre-tensor) rubbers are generally just not dangerous. It always feels like a watered-down game, because that's what it is in the current meta. Not enough spin capacity to provide danger that way, and their most effective play is to use their lower spin levels to hit flatly through your spin like some sort of weak anti or pips.
Producing a fast loop that is actually hard to block due to the spin on the ball is no longer a feasible tactic in most regional levels. Balls come back, and usually quickly, too. So one has to adjust to that.
Also, push rallies to exhaustion are almost non existent. While good pushers used to be able to win on sheer backspin dominance, developments like banana flicks have made this a losing strategy. I seem to have naturally evolved to prefer a more open rally (which is great because it fits the meta) and mainly use pushes as setups or time savers to get myself into better position.
Against those players who are stuck in their old game, things get dangerous when they suck the energy out of the ball, because I am coming up short in the ability to loop dead balls confidently. Resorting to flat, low-medium power balls would be OK if my equipment was more suited to playing those but it's really not. More often than not, I have to actually resort to letting the ball drop so there's some kinetic energy I can use.
So in essence, the game has evolved to one where stroke commitment is essential, regardless of using tensors, Chinese or even classic rubbers. The ball doesn't get that minimum amount of spin you want to keep it secure, just by popping it on your rubber anymore. This is something that really worked in the celluloid age, letting a ball passively sink into your rubber just a little bit was enough to produce a light arc.
This mechanic though is what has caused many, many players to never evolve past the point of learning strokes by moving your arm from A to B. We never learned to grip the ball, we learned to meet it at a certain point. Except, when you just meet it at a certain point with a tensor, the ball will shoot off. (And if you do it with Hurricane, it will drop dead.)
I've had to learn this concept of grip, creating friction, basically by myself. Now I need to make it so that this concept of grip, friction, grabbing the ball, that it actually replaces the idea of just meeting the ball somewhere. Currently, these two things are still both options in my head and that needs to evolve.
Generating power, and not only high power, is going to be a big part of that, too. Especially the low- and mid-range application of a little bit of power to the ball, that's where I need to learn a lot.
I think it's also a very good idea to "pick a school", meaning to either go tensor, or go Chinese, and stop switching back and forth. Given my old habit of passively meeting the ball, it might be a safer idea to use Chinese rubbers. The feedback of having the ball drop dead is a very intuitive sign to increase the amount of swing, whereas the feedback of having a ball pop off in whatever direction will signal me to be even more cautious next time.