OK, I'm trying to parse out the negatives and understand what you're saying. "there seem to be a lot of posters who don’t agree that balance is not worth pursuing" - so there are a lot of people who believe balance is worth pursuing is what you're trying to say? Or is there one too many negatives in here?
When it comes to balance, I don't think people believe it's not worth pursuing... to a point. The question is where that point is. I want there to be some balance in my games. I'm not happy to see dictatorial or even very dominating strategies that broadly apply to too many situations (localized ones like the utility of death ward when facing a dread wraith, I'm OK with). I want all of the designed character types to be useful to a party of adventurers and allow the average player choosing that character type to have fun and not feel useless. However, I also think that, this being a role playing game and not a competitive board game, pursuing balance is less important than providing characters with interesting and genre-appropriate tools to pursue the adventures they want to pursue. And if that means there isn't perfect balance, I'm OK with that.
I think you parsed it out nicely, and I think your statement sums it up. Not "balance at all costs", but "balance as one prioritized objective". Perfect balance is easy in isolation. Everyone gets the same bonuses, hp, penalties, and abilities - we just name and fluff them differently. We have that in lots of games, of course - Candyland, Sorry, Monopoly, the list is endless. Not so much in more complex games like RPG's, and perfect balance is not practically attainable. While that doesn't mean the game should be designed to make every character identical, it does mean it should not be designed to have deliberate imbalances, such as "you can play a halfling fighter, or a bard, or these other choices, but they will be designed to be inferior to these other selections". If certain concepts are viewed as "second class" and designed as such, they should be segregated from the PC suggested choices, and explicitly noted as intentionally inferior than the PC choices, much like 3rd Ed's NPC classes.