Composer99
Hero
Apropos of this, and coming from the other direction (games that are reminiscent of old-school D&D), it doesn't matter what kind of mortality rate your adventuring company has in, say, Darkest Dungeon, because you, the single player, control the entire roster. (In my first complete playthrough of that game, I lost something like 40% of my entire roster over the course of the entire playthrough.)i haven't played BG3 myself but from what i've picked up don't you basically play as an entire party by yourself? you get to be the Fighter and the Wizard at the same time, so any disparity between them doesn't really matter because you're not being forced to choose between the two options you're getting both so it's all just positives to your capabilities.
but in DnD you only get to be controlling one of those characters (most of the time, i'm aware that some games play with multiple PCs per player but that's the exception rather than the rule), and if you're only getting the choice to be one thing then all the choices should be more-or-less equal, if not in what they can do then in the worth of what they can do.
It's a rather different story if you only play one character at a time and they die (possibly over and over).
Apropos of the thread topic, I find the point raised that class imbalance is not, for most players, the big deal it can be to the "terminally online" crowd because it doesn't interfere with their realisation of their character concept (up until the point where it does, of course) to be very insightful. The neo-trad play of modern D&D just requires that characters can (a) feel awesome for their players to play and (b) fulfill the concept they desire (subject to the way that certain classes are more suitable for some concepts than others).
Also apropos of the thread topic, I'm not really convinced by the opening argument that the most viable solutions for class imbalance are to either recreate 4th edition or to reinstate aspects of TSR-era play such as different XP tables for different classes. I suspect that solutions that fit comfortably within the 5e design aesthetic can already be found in the panoply of 3pp products and homebrew. But I do think that most such solutions, if contemplated for official D&D are going to run aground on the shoals of the widely diverging sensibilities of the different "player constituencies" comprising the the most vocal and engaged subsets of the D&D player base. Hence, they'll only very rarely score high enough in the surveys performed by WotC to be implemented in the game.