Celebrim
Legend
So much of both the tedious bookkeeping and the analysis paralysis of D&D combat centers around tracking how many times you can do cool things and figuring out whether it's worth it to spend those times in any given situation, and the most boring level up features are all about slightly increasing the number of times you can do cool things, and the worst rated classes and subclasses are there primarily because they don't get enough uses of their cool stuff.
They should just let everyone do their cool stuff all the time
One person's yuck is another person's yum. One person sees constraints as harming the fun. Another person seeing overcoming constraints as the fun. If I don't have to figure out what to do and weigh benefits versus risks, then what's the point? If cool stuff happens all the time, then it's not even cool. It's cool precisely because it isn't routine, but a deliberate choice to accept the big risks that come with doing something splashy because you've assessed this moment is pivotal and it's worth it to go all in.