Tanuki said:
When in fact, the motto of every single department I have worked for is, "Let's debug as thoroughly as possible, understanding that finding all bugs is impossible." I like my game designers to have a similar motto, "Let's balance as thoroughly as possible, understanding that perfect balance is impossible."
I certainly agree with this. So long as designers realize the perfect balance is impossible in a differentiated system, and so long as they're willing to restrain themselves to some degree, and allow differentiation even at the cost of balance, then we'll be fine.
My worry is simply that as spells get more "balanced", we'll start seeing things like hard caps on the number of monsters a spell is allowed to hit (even though, logically, it could hit more, due to it's shape), all spells of a certain level and "style" (i.e. single-target, radius, etc.) have a single specific effect (damage, for example), and always doing same range, with no interesting or "real"-seeming special effects.
Codification doesn't necessarily do this, but the more you balance, the less differentiated things get. Not all differentiation is good, mind.
We're already seeing this in other areas of 4E, for example in the way that Wizards are getting scaled back, and Fighters getting scaled up, and in that process, given the martial equivalent of "spells". Is it a bad thing? No, I think it'll improve the game, but it needs to be treated with caution, I feel.
Spells are the same way - it's cool to upgrade weak spells, ensure all spells have a raison d'etre, etc. but I don't think having four-fives "flavours" of basically the same spell is terribly beneficial.
The bug-balance analogy is imperfect, too. Take out bugs straightfowardly costs time and effort, whereas balancing something means you have to determine specific balance criteria, and then apply them to it, and likely change the operation or value of the thing you're balancing- this is a very different process, I think you'd agree. One thing both do share, of course, is a benefit from testing, but with balance, this can be misleading. The MMORPG world is littered with examples of spells and powers that seemed absolutely fine when they were initially tested, but after years of gameplay and sometimes due to small changes in other game systems, became unreasonably powerful (which is only really bad in a TT RPG if they start trivializing encounters and overshadowing the other players on a regular basis).