You can only knock back 10 feet at most at 4th level. Meh.
At 11th level when warlocks get three uses of Eldritch Blast other casters have at least 16 spell slots per long rest - more than enough to cast a spell every round and last through the whole adventuring day. The druid can have 56 polymorphing pixies.
And the Aarakorca has unlimited flying from level one. If you design your adventures on the assumption that there might be a party of aarakocra player characters I'm sure you won't have any trouble with repelling blast!
It just occurred to me that I might have mistaken your argument. Do you mean that because other things are more problematic, one should make no attempt to fix things that are problematic?
I'd agree in the sense of prioritising fixes. As I was alluding to earlier. In my first campaign, with two warlocks, it turned out to be a priority to rebalance
repelling blast. I think if someone had another kind of caster who was abusing something else -
healing spirit say - one might prioritise tweaking that. Of the two, I am carrying my
healing spirit tweak forward into my second campaign, and not worrying about
repelling blast. No one has chosen to play a warlock, so what would be the need?
Yet as a matter of where the system balance should be, were I for example designing for 6ed, then I would bring
repelling blast into line with the similar
Xanathar's invocations. I have not forgotten the attack roll, but I have DM'd
extensively with
repelling blast at the table, and the no save push creates an issue. My players were ingenious in abusing it. It strikes me that we were also using 4d6k3 and I think that exacerbates this kind of power, because attack bonuses are that point or two higher: likely with points-buy it balances much better.