Ladies and gentlemen, I think some sort of explanation is necessary as to what terms mean what in fighting games like Soul Calibur.
A Counter is when one combatant executes a move - any move. That move is then intercepted by second combatant's move while the first is still in progress. This happens on numerous occasions.
A counter is NOT a GI (Guard Impact, that little green 'ting!' noise we've known for so many years, executed 6G) or a Parry (4G, where the player leads the opponent to the ground). A counter is when you hit the enemy while they're in the middle of a movement of any kind.
"Counter is awesome" is a weak argument. The developers decided to shift the priorities of the game based on the fact that GI's have become obscured and near useless. I tend to agree with them. The dev's decided to implement a different system to replace it: Just Guard. The jG system, like the old GI, will be cheap. It doesn't cost you anything but your balls. If you're brave and confident enough to do it, it will pay off. Think of it like 3rd Strike's parry system.
On the subject of throws, again, the dev's decided Calibur has been more turtley than they would like, which is UNDENIABLE. They decided to say a big FUCK YOU. to turtle style play, and made it so that more actions in lay with good decision making will be rewarded. Blocking, random GI, and uncoordinated dancing about will be punished, mercilessly. They're basically taking a more subtle Virtua Fighter approach to throws. Their moto is: If you get thrown, you fucked up. You weren't moving correctly or attacking in a way you should be. You basically only get thrown if you freeze up and block, which means you're either scared or not thinking. Guess what? Fighting games are about thinking. Get with the program.
Please stop being spoiled stereotypical casual players, and step up and embrace this wonderful game Project Soul has prepared for us.
P.S. to counter your earlier argument that 'counter is awesome', I retort:
jG is awesomer.