1) For the game development: Well, we have radical views on what is the "late development" here. We will have to agree to disagree.
yup agree to disagree
2) Stopping at level 10 in no way justify if a class is balanced or not.
correct in and of itself that is true. the problem is if you ONLY count level 17+ (4th attack) as balanced that is more or less no balance. I mean why play 10 levels unbalanced for level 11 (and I don't think 3rd attack is as good, powerful or versitile as 6th level spells to begin with) starts to close the gap...
The fighter gains its 3rd attack at level 11 and most games stop at level 12-13.
okay lets add 2 then (giving you the best argument you can) and lets pretend I agree that (I don't) a 3rd attack evens out the 6th level and 7th level spells (I will ignore the 8th level one at 15th level) again giving you the best chance... so your arguement is to play a game where 2/3 of the time there is no balance becuse the last 1/3 is balanced? is that correct, or am I reading this wrong?
This give the fighter a small boost in damage that the Hexblade won't get save for eldritch blast.
yeah a small boost in damage, no extra versatility and that small boost has to ignore one of the cantrips and the fact that the hexblade still has 3 5th level spell slots per short rest and 1 6th level spell per day...
Yes the game start to get a bit wonky around level 14 but I regularly have groups that go beyond that and end around level 19-20.
I wouldn't say I regularly do, but I have played to 20+ a few epic boons once, and to 17th twice and ran to 18th one 20th kind of (last session we ran they were 20 so for 1 game night) and 2 to 16th level. but I have also played in more then a handful of games that ended around 5-7th level (only 1 was planed to be short)
It is a lot of work for a DM to play at these levels. A lot more than stopping at level 12-13 but soon rewarding. Yet, most DM stop their group around that because the amount of work can be quite a deterrent.
I have never personally stopped do to work load... normally it is a story beat is a good ending point for everyone to get there happy ending... or a tpk or a bad non tpk defeat ends the game. but okay I will take your word for it. I personally have seen more campaigns end becuse players/dm have new ideas to try then work load though...
3) Why would a manticore go melee if it does not have to?
why would it choose to... it most likely would not choose to... but the PCs sure as heck can choose to force it to.
Eliminate the healer(s) from range protects the manticore from melee and adds the benefit of being out of range from most cantrips.
but not all cantrips, and not bows and cross bows.
Also, the Aim action is in TCoE. Not every body uses that piece of ********. That book is pure power creep. Meaning that no, the rogue will not have access to sneak attack damage unless the group have someone able to fly.
well your opinion of the book aside, I know of people who disallow some of the book but I know no one that bans it out right and you are the first person even on the internet that thinks the aim action is a problem.
4) Not all fights are surprised. But I use a lot of terrain and features that can restrict or add a lot of combat options both for the players and their foes.
yes they can and the fighters can use it to there advantage... but so can the hexblade or the warcleric or the wizard(bladesinger) or the bard... but they ALSO get spells
5) Side initiative is great. Try it. It speed thing up by quite a lot.
I am sure it would speed things up... when the first side to go first focus fires and drops members of the other sided... that just isn't the speed up I want
6) No I am on the side that feats should have been a bit more numerous for the fighter or that the battlemaster should have been the basic chassi for the fighter.
I agree in theory with both, but without higher level feats and/or manuvers that can compeat with higher level spells that is lipstick on a pig