One thing I've been kinda disappointed about though is that H-moves seem to not really have a significant reason to be used. From what I can tell, they don't decrease max hp guaranteed, only sometimes - not sure what rules that follows. Furthermore, they do seem to have an effect where after a while the opponent is on the verge of orgasm and gets significant debuffs to their speed and stamina - however this can quickly be recovered after a brief time or if they get a knockdown on the other person. Contrast this with submission moves, which guarantee hp damage and -also- have an effect of wearing out the opponent as well as occasionally causing a pain animation on the floor which results in a free additional grab, and I just can't see the actual reason to use H-moves. Overall, I found it way easier to win when I ignored them completely.
To be honest, I'd like to see more emphasis on the H-moves personally. Two examples of ways to make them more useful -
1. Orgasm happens not at match end/victory, but rather when the invisible H-gauge fills - presumably a bit after the current point where the opponent is on the verge, has the final facial expression change, etc. This contributes a significant instant max hp loss, or perhaps a max stamina penalty as something new, something of that sort. This means H-moves become the high-risk high-reward option, where you have to land several of them in a row to get the payoff, but if you only get one or two they can recover over time and you would've been better off with submissions. It would also allow for multiple orgasms per match for people who enjoy that.
2. Leave it to character differentiation. Basically, the two current characters for the most part appear to be wrestlers first, which means being better at submission kind of makes sense in a way. Some of the future characters might not be so simple - something like a futa or a catgirl might have stronger H-moves than the current cast, or even be specialized in them as their primary gameplan.
Again, just throwing ideas out there - in the end I think it's important you stick to what your vision of the game is/will be, as well as what you want to develop, so take my opinions with a grain of salt.