You're right from a tactics perspective. However, my point was rather more fundamental. Perforce HP loss must outweigh any recovery or mitigation over whatever timeframe a designer feels is right for resolution.
If the converse were true, fights ordinarily would not end. There is also the matter of volatility: fights are experientially more exciting if defences can sometimes be suddenly overwhelmed. These considerations lead to attacks being typically favoured in the mechanics. When designers get it wrong, and defenses are stronger than attacks, the game feels bad.
The consequence is that usually, before analysis, it is safe to assume it will be better to optimise attacks. Not always, of course!