But they have been designed as vital parts of the game. If a group chooses to ignore one or more, that is their prerogative.
We don't design cars for the people who never drive them other than in school zones. We design them for all the functions they are likely to fulfill and for the safety concerns of the dangerous things that can happen, not the risk-free things that can happen.
Does this not mean that the game should offer every class resources for every pillar? The designers cannot know which pillar(s) any given group might wish to focus on. They can, however, know that SOME groups WILL focus on any single pillar....because that's the whole point of it BEING one, it is a thing one can choose to focus upon. So, if you know that SOME people definitely, unequivocally WILL focus on each pillar...why wouldn't you design the game to support that?
They aren't, and I never said they were. Indeed, it is my critics who have suggested the opposite, e.g.
@Crimson Longinus saying that I must want characters to be "good at everything" because I want them to be a least "more than rock bottom competent" in the pillars. Because the only way to be "good at everything" if one has more than absolute minimum competence in the pillars is if the pillars are in fact all things...