The devs have to design stuff that can slot into any campaign with minimal fuss, including both published adventures and a wide span of homebrew settings. "Can't fit through a 5-foot-wide corridor" is a dealbreaker for them, because it throws a wrench in the works any time an adventure contains such a corridor.There is no way to balance it. There are two features that break large characters: 1) double weapon damage dice; 2) an increase in the AoE size of all effects centered on the caster. There is a 3rd issue that will make your life difficult: the way the creature interacts with dungeon environments. Its interactions will always be either too powerful or too weak. If its a wide hallway, large size gives a creature unprecedented control in a dungeon space. They can, for example, block 10 by 10-foot hallways by themselves. On the other hands, in tight spaces, they will constantly be taking disadvantage on everything. These are the reasons the devs have given for an "infraction" on large sized creature design. Instead, in various ways, they suggest that PCs on the larger end of the spectrum should be built at medium creatures with qualities normally belonging to large creatures (such as reach, mechanics that effectively give them bonus hit points, the ability to carry more weight than normal, or the like).
The individual DM, however, can just take account of this during dungeon design. Or they can choose not to take account of it, and throw it back to the player to figure out how to handle the issue.
As for the tactical advantages, a 2nd-level Moon druid can become Large twice per short rest with a 1-hour duration, and I don't see anybody screaming about how OMGBROKEN that is. The only major balance challenge is weapon damage. But weapon damage is the sort of thing that can be adjusted for relatively simply. Large-sized weapons give you +X to DPR; so you need to find a way to apply a penalty of roughly -X. 77IM's solution seems reasonable on paper, and apparently is also working fine in actual gameplay.