You are literally describing a comic trope... Specifically This looks like a job for aquamanAll of this should say I, meaning you as a player. I find it interesting when players/DMs tell others how to play. Let's go through some examples:
You are a DM. You have a new player who has been having a great time. They love their character and your setting and your adventures. The player's character can now finally take a 4th level spell. They want to take Hallucinatory Terrain. They didn't ask you. Theat is the spell they are interested in, because in their mind, it will be cool.
Now, are you as a DM going to tell them, no? Are you going to tell them what spells to take? Are you going to coerce them or steer them to take Greater Invisibility or Phantasmal Killer? Or are you going to make sure they may have a time to shine using the spell they chose?
You see, when it comes to spells, you are only partially right. Yes, those other spells might be a bit better. But they are better for your table and your players. They may not be better for this player's character or their DM.
You are right about this. These things do have to come together. It is the same as with any other spell. What about the wizard that takes a bunch of damage spells, and then, the entire session is RP? How about the one that takes a bunch of exploration style spells, and then the whole session is combat? It is a gamble. It's one of the reasons why having more spells is such a powerful dynamic to a class's build. It allows diversification, which, in my mind at least, is much greater than an extra d6 damage per round. But for many, it is the opposite. That is because we play at different tables.
"I swear to God, they only call me when there's trouble at a dock. Or a river, or a lake, canal. A jetty."
— The Deep, The Boys (2019)
A situation where a hero's relatively useless abilities turn out to be phenomenally useful because everything's contrived specifically in order to make them useful, even though realistically there's no reason to expect everything to be so convenient. Often involves Locking MacGyver in the Store Cupboard. May be used regularly or as a one-off as part of A Day in the Limelight. If the Aquaman character isn't seen on a regular basis anyway, the day-in-the-limelight version may involve a substantial stroke of luck in the events that lead up to Aquaman just happening to be around at the right time when there's an opportunity to use his powers.
Take Aquaman, for instance, since he mainly swims and talks to fish. But wait... the villain's doomsday machine is powered by telepathically controllable sea plankton? Wow, this guy's a great addition to the team!
A subtrope of Plot Tailored to the Party, where the same contrivance is used to make all the members of a team useful with their own time to shine. Benevolent Architecture overlaps with both, such as when the Evil Overlord's fortress has a crocodile moat or other highly specific barrier for the Aquaman equivalent character to circumvent.
If the character constantly uses a power to solve all his problems, but it generally makes sense (if you have a big sword, and fight monsters, it's not exactly contrived that a lot of monsters can be hurt by a big sword), it's When All You Have Is a Hammer….
The opposite is Kryptonite Is Everywhere, when a hero's obscure weakness comes up much more frequently than would intuitively make sense, rather than a hero's obscure strength. Compare Highly Specific Counterplay, which only counters a specific thing or a small number of specific things, and Heart Is an Awesome Power, when the power seems uselessly specific but turns out to be useful in many situations. Compare and contrast What Kind of Lame Power Is Heart, Anyway?, Handy Shortcoming, Lethal Joke Character, and Not Completely Useless.
— The Deep, The Boys (2019)
A situation where a hero's relatively useless abilities turn out to be phenomenally useful because everything's contrived specifically in order to make them useful, even though realistically there's no reason to expect everything to be so convenient. Often involves Locking MacGyver in the Store Cupboard. May be used regularly or as a one-off as part of A Day in the Limelight. If the Aquaman character isn't seen on a regular basis anyway, the day-in-the-limelight version may involve a substantial stroke of luck in the events that lead up to Aquaman just happening to be around at the right time when there's an opportunity to use his powers.
Take Aquaman, for instance, since he mainly swims and talks to fish. But wait... the villain's doomsday machine is powered by telepathically controllable sea plankton? Wow, this guy's a great addition to the team!
A subtrope of Plot Tailored to the Party, where the same contrivance is used to make all the members of a team useful with their own time to shine. Benevolent Architecture overlaps with both, such as when the Evil Overlord's fortress has a crocodile moat or other highly specific barrier for the Aquaman equivalent character to circumvent.
If the character constantly uses a power to solve all his problems, but it generally makes sense (if you have a big sword, and fight monsters, it's not exactly contrived that a lot of monsters can be hurt by a big sword), it's When All You Have Is a Hammer….
The opposite is Kryptonite Is Everywhere, when a hero's obscure weakness comes up much more frequently than would intuitively make sense, rather than a hero's obscure strength. Compare Highly Specific Counterplay, which only counters a specific thing or a small number of specific things, and Heart Is an Awesome Power, when the power seems uselessly specific but turns out to be useful in many situations. Compare and contrast What Kind of Lame Power Is Heart, Anyway?, Handy Shortcoming, Lethal Joke Character, and Not Completely Useless.
It's obvious when the GM is providing life support to a concept that fails too hard by itself. The player will chafe if the support given isn't exactly as desired & other players will start to notice the favoritism that goes with that support.