Wow this thread has legs.
To me the main advantage of better balance is that IMO it helps average referees run a better game. Refereeing involves keeping a lot of balls in the air, it's hard to do for average referees, who I think are probably in the majority, and anything that adds unnecesssarily to the workload is a pain.
I think what some of us object to is that we don't think DMs are or should be referees. We don't need the game to tell us how to run our game, we need the game to LET us run our game. When balance is enforced over our being able to run what we want then it becomes a problem. It is also a problem when balance, not fun or creativity or anything else, is the primary driving purpose.
Bad balance adds more work for the referee both in prep time -
- scrutinising rules for balance
- finding where the flavour text and mechanics don't support each other (something I hate, hate hate),
- banning or houseruling broken material
- advising players at character creation - it's never fun telling people that their character concept is going to suck in a particular game system
I can't speak for everyone but I know I don't want, look for or prefer broken options. That has never been my preference and I don't object to broken things being fixed. I object to the non-broken things being fixed, or rather being balanced and replaced with completely new options when the old ones worked fine. That does have to do with disagreeing on what is broken though.
and at run time -
- balancing spotlight time between PCs with what can be wildly different power levels (a few people prefer to avoid the spotlight, but most like it some of the time)
- watching out for games material that unexpectedly turns out to be broken,
- encounters and situations that are unexpectedly far too dangerous or completely short-circuited and need to be adjusted on the fly
I've always tried to give all players (and characters) equal opportunity to shine. It is up to them if they do. I've never needed the rules to impose how to do this. If I put in a trapped door it is pretty obvious who it is meant for. But only 4e made it that all classes were equal (or about there) in combat which necessitated coming up with equal uses for them. I never designed a situation in 3e that would only be resolved by the rogue (as an example). But I gave the rogue options to avoid the fight using stealth, whereas the fighter would have probably fought their way through a situation. The wizard could have cast a spell to incapacitate the enemy too and the cleric may have blasted them with energy or brilliant light to blind them. But the rogue could always just sneak around, or ambush or attack and I don't feel like I get these same options in 4e - unless I'm doing some sort of skill challenge.
I prefer running games as close to as written as possible as this helps players know what to expect from the game - the more houserules the further away from "core" the game drifts, and the harder it is to create accurate expectations for the game.
I'm right there with you. But I also prefer having tools or pieces I can slot in or out that people will accept as part of the core mechanic of the game. A toolbox approach always works best in our games. For example, there is a rule in 3e that rolling 20 3 times means that creature dies (some versions it is a save, others it is more 20s, etc.). I've always hated that rule but nevertheless it is there. I've always hated it but it is a very simple aspect to remove. Now, trying to impose that kind of option from scratch in a handful of games is nearly impossible to do without having people call foul. It is worse when those new options don't slot into some perceived measure of balance that is supposed to be the fundamental aspect of the game.
That's why I want a set of options that come with the game that I can introduce or remove as needed. Options that I can easily disallow or allow as needed so that my group will know what "houserules" we are using with little or no real explanation involved.
4e was sufficiently well balanced for my purposes to eliminate the vast majority of the makework listed above, reducing my prep time and allowing me to use it for fun stuff like creating NPCs and plots.
Good but it isn't the same for all of us. Balance itself also has very little to do with this. If any system is well designed it can reduce prep time and allow you to use it for fun stuff like creating NPCs and plots. 4e isn't unique here. In that regard, I think it is "best" only by virtue of being newest. Balance has very little to do with prep time. Balance by itself has very little to do with fun either. You need a lot of other aspects to do that.