I would either find something else in the system I'm more or less happy with, find some other table to play at that delivers what I want, or not game at all before I would be inclined to work with a DM to create what I wanted homebrew.
But surely this is a matter of degree.Yeah, this resonated with me. From my own observation, there's always the danger of a good-faith homebrew fix for one problem, causing other balancing problems. I'm all for homebrew but sometimes they have to be considered carefully.
At one end there is building an entire new class.
Somewhere towards that end, but not quite as far, is allowing wizards to learn Cure Wounds, which contradicts nearly all prior D&D lore and gameplay.
And then there is letting a sorcerer character have Rope Trick as a known spell, which was part of the game in 3E, could be part of the game in 4e (if the sorcerer learned Ritual Magic, which was not hard), and looks non-gaming breaking and non-flavour wrecking from pretty much any angle (at least as far as I can see).
That barely counts as home-brewing!