1 Rogue and 4 wizards.
Is now a party of 5 rogues and 4 wizards.
Control weather.
That's why i picked rogues.
They can most easily deal damage while avoiding taking any. Stand in the back, hit and run.
4 wizards can lay down plenty of web and other control while 5 rogues will pick them off.
It wouldn't work as well to copy a Barbarian.
Control weather is also a concentration spell, requires gradual increases, doesn't last as long as the required time to cast simulacrum, and there's still no guarantee a wizard has control weather in their spell books. They select 4 or 5 of the 13 options while leveling up and the rest still need to be found.
If we have one wizard spending all that time on simulacrum, another wizard supporting the first with control weather to sustain the duration, and the rogue sitting there waiting to be copied for 12+ hours then I have to question how much damage this group has lost in the meantime compared to a fighter, barbarian, and monk spending that time on other activities.
I think of it this way.
Assume you were entering blindly into a random 10th level adventure with 4 10th level characters.
Would you rather have a party of
A) Fighter, barbarian, monk, rogue or
B) Wizard, cleric, druid, sorcerer?
If we can get that scenario somewhere in the range of "60% pick B, 40% pick A", then I'd say we've given martials enough utility and flexibility. But I don't think we're there yet.
I'd want the party with the rogue. Traps and other hazards can eat through spell slot resources that the rogue's skill benefits can handle and that group can cover a lot of their own healing. There's no guarantee the spellcasters have appropriate spells to deal with the obstacles or will have the resources left at the end of the adventure to complete it.
Team B has poor sustainable damage without finite resource expenditure.
Team A has more short rest recovery instead and less reliance on a finite resource. Why would I want to take a group that mostly prepares for the event when they're going in blind and cannot prepare the same for the event?
I don't think this was a gotcha. ;-)
Trope-wise, casters are the ones who make dungeons, trapped towers, and summon guardians to protect them. Those things take time and resources. By spending time and resources, casters (especially wizards) become stronger.
Warriors are the ones who come in and smash the traps and defeat the guardians.
Works great as a narrative trope, not as good in a game where the delta between warriors and casters is supposed to be small, but casters can still do strengthen themselves during downtime.
But we're playing with rules. Bastions are the rules to which you refer and those are defined in the DMG.
I don't think barbarian players want to spend 12 hours preparing.
Or give them the opportunity to be creative and see what they come up with.
Whether they think that martials or casters are better at single target damage, I don't think that many people are going to argue that martials even compete with casters at most other aspects of the game.
Except I'll still stan reliable talent. Protection from low rolls drastically increases the success rate on making those checks. It's definitely not casting wish, but I cannot badmouth that ability.