The assumptions and over-simplifications in the exercise are truely profound. They are entirely in favor of the fighter, tho. The analysis is really looking for any indiction of balance, at all, the slightest numeric evidence that it could exist.
The more detail you bring in, the worse it's going to look, because DPR is not just the fighter's best thing, it's virtually his only thing, and the wizard has so many other things he could be doing with those slots besides blasting 1-3 enemies.
First, if I may point out, that you ignored my actual premise about how many variables there are in combat. It is not that the wizard
can do so many things. This has always been the case. It is what the wizard is
able to do. If you ignore all the other variables and pretend the wizard always has the right spell, the enemies are always lined up, that the foes always wait for the fighters to come up front and only attack them, and that there is only ever one thing to do in combat, then yes, the wizard does better.
But the real truth, the "more detail you bring in" as you put it, greatly improves the fighter vs wizard balance. It is the exact opposite of what you suggest.
The tables with the problem are the same tables that had a problem with races having +2/+1 bonuses to specific abilities. They are the same tables that have a problem with hit point differentials. They are the same ones that have a problem with almost anything that doesn't allow them to build and be a character that is great at everything. The truth of the matter is, they are good at most things, and great at a few things, but they refuse to see it that way.
PS - I would also note that these same tables are the ones that complain gold is worthless, which makes me question some things about the players' play experience and the DM's rigor when building a campaign. (It should be noted that not all campaigns need to be about gold. A good West Marches romp might not have anything to do with gold.)
You can. You can do it with the 1000 orcs or with any other use of DM force or illusionism - if your players trust you because you always deliver a fun session, its just that much easier.
(there arguments against that sort of thing, that it erases player agency &c, but when it's down to just your & your players, it's a personal relationship, a social contract, whatever, it's unique to each group)
You can also formally introduce all manner of rule changes, or less fromally ad hoc rulings. Like you say, at that point, it's all on the DM.
But, that doesn't excuse the system in any way.
There is absolutely zero, nada, none, & nothing about a DM taking into account a living breathing world that reduces player agency. Does the DM need to consider what the
players have experienced in the past parts of the campaign? Yes. Do they need to take into account whether a specific
player has had the limelight? Yes. Do they also have to show that
their world might have consequences to actions and non-actions? Yes. Do they also have to consider
their world's NPCs' intelligence and motivations? Yes.
It is a balance. And that is where the trust comes in. And it seems to me, that DMs that apply this balance fairly, are also the DMs that seem to not have a problem with the "supposed" power imbalances of classes. Maybe it's experience. Maybe it's playstyle. Maybe it's dumb luck. Maybe it's having the right group of players. Maybe it's ignorance. Who knows? But one thing seems apparent, and that is tables that have a DM that players trust seem to not have this problem.
If someone from group A actually tried alternatives and it doesn't work, start a thread about what happened with scenario specifics. Then we can discuss what went wrong and see if there are any solutions.
I would argue Group A can't try to implement Group B's solutions because they play a game that is different. They apparently play where everyone does damage per round, they never seem to mix pillars of play, their characters never seem to attempt anything they are not the best at, and their DM's refuse to follow the examples of play described in the PHB, the DMG, the MM, and every adventure path written. There is no way to attempt a solution when you play a story-based game like a miniature war game.