pawsplay
Hero
Ok, I think I'm understanding where you are coming from here.
What seem to be saying is that a desire for balance as part of the rules structure limits the design elements that can be part of that rules design, correct?
The classic example would be 4e's PC resource system. Every class has X at-wills, X-dailies, X-encounters and so forth. Apart from minor variations, every class has to follow this system or the system starts to wobble. Conversely, 3e deliberately experimented with different systems: monks and their daily stunning fists, warlocks with endless invocations, wizards with spell slots, fighters with mostly reusable but situational abilities, crusaders with random replenishing, and so forth.