That's something I never thought I'd hear you say.
Seriously, though, if weapon-users stack up adequately only when one of two arguably-broken feats are in play, what happens when the DM doesn't use the optional feat rules, at all? If balance is a concern (that is, if the DM chooses to make it a concern, and chooses to address it with rule changes instead of using GM force to arbitrarily impose balance through situations), shouldn't classes be balanced with eachother, without feats, and then feats balanced with eachother, so they can be used, or not?
And if balance isn't a concern, then letting a GWF or Archer take a feat and do even more damage, is just a way of mechanically differentiating them, and giving all other weapon mixes a similar feat would just make them 'samey.'
It's really only the fighter and barbarian. They're like polar opposites in specialization. Fighter is the top single target damage dealer. Barbarian is the best at taking damage.
The ranger class is too weak period. I don't know what they were thinking with the ranger, but they missed the boat. The only viable competitive build for power gamers is Archery style. Rangers can be great if your DM focuses on the Exploration pillar. They are average in the combat pillar and not much in the social pillar. I don't know many DMs that focus enough on the exploration pillar to make playing a ranger worthwhile. You're better off playing a fighter archer with survival.
Monk, rogue, and paladin are amazing and very well differentiated. I'm having as much fun with those three classes as with the wizard. Rogue is strong in the exploration pillar, can be helpful in social situations, and is good in all areas of combat. Monk is well rounded in all areas of combat. Paladin is amazing in social situations (Good cha) and healing abilities very nice and good all around in combat. I can't even begin to explain how fun the rogue is. I'm playing a monk right now. Their combat capabilities are interesting. You can do stuff like get surrounded, take Dodge action as a bonus action with a Ki Point, get missed all round, and set up the fighter or archers to crush the opponent. Your mobility is insane. With the Mobility feat, you can literally move in and out of combat so that the opponent can't even close the distance to attack you. You can catch ranged weapons once a round out of the air. Your defensive options are damn awesome. I wish they had some focus on skills, but their defensive options are so plentiful that you can overlook it. Being Wisdom focused is nice, since wisdom gives you a good save against a lot of dangerous abilities.
Remember the monk in 3E? You couldn't move in and out of combat without bringing a rain of AoOs on you and if you moved over 5 feet, you couldn't do a full attack. Now a mobility feat monk can be that Kung Fu Master that is attacking all over the battlefield like some flying Wuxia martial artist. No other class in the game can do it. Nothing can escape from you running it down. Monk big time fun.
The only classes that feel samey are the barbarian and the fighter with very focused specializations.
I don't know how many classes you have tried. If you can't played one yet, I highly recommend playing a rogue. It's so much fun. You feel like the old school stealthy killer rogues are supposed to be.
Well, they need a whole lot more than that, even to feel 'interesting,' let alone /actually/ contribute fully rather than just feeling like it because they overkilled a monster by 60 hps instead of 12 - but that's a whole 'nuther topic, and a much more intractable problem.
Heh. Reminds me of a one-square comic in the old DMG, with a wizard comforting a fighter "Don't feel bad, lots of fighters have swords that are smarter than they are..."
You know what I've found in all my years of gaming: players that play martial characters like to hit things real hard. If you let them do that, they don't care about much else. My players definitely fit in this category. When they play a martial character, they like to keep it simple, do a little roleplaying, and wreck enemies with big damage. They don't give a rip about exploration or social situations. That's why I never understood the complaints about the three pillars for martials. Many players that like playing a fighter or barbarian, the most basic of the martials, don't even want to participate in those situations. They're the type of players that say, "Call me back to the table when there is something to wreck. All this talky, talky, and looky, looky is for you pointy hat, wiggly finger, stealthy dudes."
I figure all the players that want to be good at something other than hitting something will play a rogue or paladin (if they want to be the noble knight) or some kind of caster. I'm good giving them feats that let them hit stuff real hard. It brings a smile to their face and makes them feel good about their character. If I accomplish that, I feel I've done my job as DM.