Nebulous
Legend
For the record I don't think absolute balance is fun. Flavour is important too, and flavour is achieved through differences.
However players should feel like they can all contribute to each pillar of the game on a more or less even footing, depending on what they enjoy the most. That is achieved through a semblance of balance.
What you also need to understand is that D&D competes with MMOs and such for time. That's where I need to draw players from, and ensure my D&D sessions are more fun than their MMOs, otherwise they will just play those instead.
To many MMO players, balance, mechanics, and builds are very important. Take those things away and you're basically left with a glorified fantasy version of story time.
One of my players is new to D&D but a hardcore MMO player, we're talking hours a day nearly every day. BUT he loves the face to face aspect of D&D and the rules and the rolls and how much of a different experience it is than the computer. So yeah, I got him hooked like a junkie on crack