I think you need to use some kind of floor when you roll. In my experience a character having spectacular rolls is not a problem as long as all players have at least workable rolls. So either put in some rules where you throw it out if it is not at least XXX or you have some minimums on 1 or 2 stats of the characters choice (choose before you roll) or have some way to add points if the total is below a threshold.I mentioned above the story of the player that had spectacular rolls and the one that had crap rolls (and no, it wasn't me)? That was a strict "you get what you get" table. The gal who had the high rolls eventually felt so guilty about it she committed suicide by goblin. The thing is that the DM and other players were oblivious to the fact that she did this. They thought it was just bad luck that she ran into a pack of goblins needlessly while looking at the person that had the crap scores.
In any case, that was the last game I joined that did rolling for stats and that was back last century. So it does happen and in at least some cases people are not happy with the results even when they roll high. Whether other people recognize it or not.
If you think about it characters already get unbalanced due to the way magic drops - a legendary sword is going to make the fighter OP, a Staff of Power will make the Wizard OP, girdle of Giant Strength are going to take that 8 strength Rogue with a 27 point buy to a 21 strength Rogue which is the equivalent of 46 point buy. So Standard array or point buy does not really fix wide variations in character power, some directly related to ability scores (like the Rogue I mentioned), but as long as some players are good enough to contribute it is ok.
I have some recent experience in this - I just finished a 1-13 campaign where my rolled character (Rogue with cleric dip) was awful and the DM just let me take standard array instead. We had a Warlock that started with a 20 Charisma and picked up a tome that made it 22 at some point. Our Wizard had more hit points than I did. Our Paladin started with an 18 strength. I still had a ton of fun in that campaign, it was arguably the most fun campaign I have played in 5E and it certainly was the longest that I finished (went from January 21 to October 22). I was outshined in combat hands down, but I picked up feats and creative play to mitigate that. I did not spend any ASIs on dex, I picked up magic initiate to use booming blade and Martial Adept to be able to use quick toss and either throw a cleric spell ir use channel divinint.
I also focused a lot on my out of combat abilities, I put a +1 on the 15 (dex) and a +2 on the 12 (Charisma). This gave me 2 14s and a 13 which I put in Wisdom, Charisma and Intelligence to be at least ok at all the skills, I put one of my expertises on Athletics to counter the 8 strength. I took half elf, got the Archeologist background with cartographers tools to get the ability to chart courses over the tundra with ease, understand who built every dungeon we entered and appraise much of our treasure. I took scout subclass, by the end I had proficiency in 10 skills, with expertise in 6 of them and that included expertise in deception to outshine our 22 Charisma Warlock, expertise in Stealth and Athletics and expertise in Nature and Survival adding in guidance frequently from my cleric dip and I was a skill machine. At the end I think I had +7 Athletics, +9 Investigation, +6 Perception, +10 Deception, +6 Persuasion, +9 Nature, +10 Survival, +11 Stealth, +5 History, +6 Animal Handling and a +1/+2 or +3 in the remaining skills. With reliable talent and guidance that is an automatic pass on medium for all of those and close to an automatic pass on hard for most.
So in combat I was a bit player, and made sure to play my part, but out of combat I was a master.
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