Neonchameleon
Legend
Well, yeah. Which is why literally no game I can think of does it this way. Almost every game I can think of where you are expected to pick flaws in advance (as opposed to as the result of a failed sanity check) and the flaws do not provide some sort of meta-mechanic as compensation uses some sort of point-buy system in which some flaws are worth more points than others. So they don't design flaws "that have the same impact". The closest to an exception I can think about is Pathfinder 1e with the entirely optional drawbacks system from Ultimate Campaign where each drawback is worth a single trait.I'm going to focus on the first style of mechanic for the rest of this post. The first only works when players are forced to pick some relatively equal impact flaw compared to the other players. Otherwise a player can just pick no flaw or very minor flaw and perform better than the other players PC's. Essentially leading to the same kind of problem - you screw over the team if you pick a bad flaw and so social pressure to not pick bad flaws. This shows that the solution isn't actually the mechanic, but the constraint on character design that only includes characters that have flaws that have nearly the same impact. A game like D&D could accomplish the same thing by constraining you to making a character that always acts in the best interests of the party or that are all as equally flawed with the social expectation being that the flaws need to be played to when they arise.
It's like the authoring out a problem issue. "This would be a bad way to do things" isn't much of an argument when just about no game that intends to do the things you are talking about does things the way you are proposing to be a bad way.