I think you guys are looking at Sange all wrong. I don't get why people think Sange is meant as a mid-combat tool. Ever since Sange came out I've only ever thought of it as a combat opener to get a damage spike to start with. The min 5-minute timer has always made me think of it as such. Back at 75 cap I had did a few solos by opening with Sange and I thought it worked decently well.
Don't get me wrong, I think Sange is still garbage in it's current form, but under ideal conditions I'm getting that if Sange tosses 6 shurikens at once with full Ni shadows up, that would be a 1260-damage throw with capped pDIF. This is assuming Manji shurikens, IE actually achievable in-game right now...though I'd like to see a NIN cap pDIF on throwing on anything worth a damn, even with all the decent RA gear we have access to. (Though if current info are to be believed, Koga +2's augment adds a whopping +100 ratk during Sange assuming full merits)
I think if they remove the San procs in VW like they said they will (Otherwise I'll stick with NTE, thanks...), and adding cheaper shurikens that stack way higher, I don't think they would need to add something as absurd as a 500-damage shuriken like Kaerin is suggesting. Even then though, I've never thought of it as a "oh shit I just lost hate, time to Sange" ability, but rather a "They're about to pop the NM, use sange as part of my prep and open with a big throw."
That being said, if they want to make it the former I would not complain at all...having the throwing sweet spot be melee range would suggest otherwise to me. Also if you use it the way I've always thought of using it you can basically ignore the free period of throws since after you Sange you just play melee NIN like normal, no?