The main reason is clarity of intent. Taking a hit will always have those same results. The basis is clear and the player knows what the consequence is. This fits with Kirby bosses's pattern recognition gameplay loop.
In contrast to the Super Star/modern philosophy where "Bigger attacks will make you lose your ability and some hits will make you lose it". Not only does this make things foggier, it encourages players to simply attack without thinking. It's more convenient at the cost of being effective gameplay-wise.
Not a bad system by any means, but I prefer my games with more depth, especially those with enormous gameplay possibilities as seen with the Copy Ability system from Super Star. Can you see where I'm going with this?
So how does Eternal Paradise handle these issues? With the Ability Switch mechanic, taking a hit can dynamically force players to change up their strategies, while working as a way of interrupting potential combos, result of punishing mistakes.
It's also possible to touch the Ability Star itself to regain said ability! And as of ver 0.3.2, touching one while having an ability in the main slot will transfer it to the second one. A lot of things are being made to make this system more bearable without sacrificing it's clarity.
I know some of you might disagree heavily, but I stand by what I said here.
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