I'm going to make a general reply rather than a quoteaplex. Not because I haven't read everybody's responses with interest, but just because there are too many responses and references to what I wrote to constructively reference each one. Plus there are a couple of prevalent themes in them which makes a general response possible (Thank Tiamat!

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One thing people keep addressing to me is Sacrosanct's essential point of "what you like isn't what everybody likes". They put it in far less adversarial terms (which I appreciate) but essentially a lot of people are taking that ball and running with it. Which is a little frustrating to me because I explicitly discussed this even before Sacrosanct chose to disregard what I wrote in favour of their own take on it. The part I feel covers this is that I very clearly and more than once said that I believed these issues could be addressed
without negative consequences elsewhere. And I think CapnZapp is saying the same in many places. Two examples that I have picked up in this thread are high level monster design and swinginess of high-level powers.
The Jubilex example seemed a good one. CapnZapp took a high CR monster and showed how it did not really allow for the capabilities of high level PCs. He then made some changes that didn't increase its threat overall, but did remove critical weaknesses that would make it a push-over for a party of the level it could supposedly challenge. Similarly synergies and irresistible abilities (as in a monster has no resistance to them, not in that the monster finds your abilities smexy) seem to break the idea of a true solo monster once you pass beyond around level ten to twelve is what I'm gathering.
What would seem to be good design would be where a more powerful foe or foes used up more resources of the party and a less powerful foe used up fewer, but both were viable. And if a DM wants six encounters per day, they give apportion out the challenge by six. Or maybe four regular and one double for the finalé. And possibly that is the intention.
But what is being described to me is a design where you need to have around the six encounters and if you attempt to concentrate some of that encounter juice into a single more powerful espresso shot it doesn't work well because PCs can Nova or doubled-up foes roflstomp the party. Or perhaps more accurately what I'm hearing is the design allows for the PCs to auto-win one encounter per day and the six encounters are there to make the PCs be careful because they have a finite number of auto-wins.
Where I'm coming from is that this mode of play / style of story does not excite me. And I think the same goes for my players. It seems not so much a case of six encounters per day being how much resource the PCs have to handle, as it is six encounters today is about right that they feel they have to ration their auto-win. For very story-based or strategic games, you tend towards a low number of encounters per day. And equally, if you pad it out with other encounters, they tend to feel not very meaningful because the players both know they could win if they chose and because it feels like padding. It works great for dungeon crawls, not so much for other stories. I think the weaknesses that CapnZapp (and myself as someone taking his word for it) are concerned about are this "pick which encounter you want to win" approach. And the suggestion, to bring this full circle to the start where I said I think it's not a case of my preferences eclipsing other people's preferences, is that both monsters and abilities could have been done differently to reduce both swinginess and "choose to win" tendencies. Now I don't know enough on the abilities side about how that could be mitigated but it does seem from what has been written here that there hasn't been paid enough attention to avoid devastating synergies (which sound fairly easy to find and do). But on the monster side it seems unlikely to me that you can't produce monsters that are better able to solo-challenge high-level parties. Specifically, that is to avoid sudden tipping points. I.e. as you progress up the CR chart for any given party level it should not go:
-> Easy Win If Go Nova
-> Easy Win If Go Nova
-> Easy Win If Go Nova
-> Could Go Wildly Either Way.
-> Could Go Wildly Either Way.
-> Could Go Wildly Either Way.
-> Foe(s) roflstomp the party.
It should rather go:
-> Very low risk of losing PC, use little resource.
-> Low risk of losing PC, use some resource.
-> Risk of losing PC, use resource.
-> Risk of losing PC(s), use all resource.
-> Probable lose PC(s), use all resource.
The difference is that the latter is a smoother gradiant and a DM could run six of the second one or two of the second one and one of the third one and the same PC party should be okay with either of those permutations. But I think we have the former and a GM essentially ends up with a binary choice: low grade encounters or dangerous unpredictability.
Now, I'm going to stop here. As I said, I do NOT have a lot of experience with 5e. I'm still learning it. A lot of what I write above is based on what I'm reading and inferring and also on comments above (from both critics and defenders, I might add). I could be wrong. Maybe I have been led astray. So I'm not going to argue vociferously in defence of the above is people tell me I've got it wrong. But that is where I'm coming from and I wanted to clear that up (again). I'm not arguing that the game should suit "my preferences" at the expense of other people's. I'm saying that I think there are design weaknesses that could be addressed that would make it better for everybody. Now if, as the spectacularly well-named Sacrosanct seems to believe, that 5e is perfect, then of course ANY change is a negative that shifts the game away from that and tips it into their "D&D isn't for you" territory. But I think most people here who like 5e as is, don't hold that it's impossible to make changes that are a general improvement for multiple different playstyles.
Okay. I'm out of HD. I need a long rest before plunging back into this melee.

That's where I'm coming from anyway. I could be right, I could be wrong. But I'm NOT arguing on the basis that my preferences are better than someone else's preferences. I'm arguing that if you can remove a constraint without introducing another constraint elsewhere, then that's a good thing. So lets focus on whether that's possible or not rather than whether or not someone is affected by a given constraint.
Peace and coolness.
