Balance, or rather the common conception of balance on internet forums, is a fad.
Soon people will find some other aspect of RPGs to fetishize.
This fad has been going on for as long as I've been playing RPGs, and I've been playing RPGs since the late 1980s.
Combat balance matters when you have a whole lot of combat.
The less combat you have, the more other forms of balance start to matter.
Right. So, at my gaming table, how much combat is there? You have no idea, and neither do the designers. Hence, it's important to have combat be internally balanced, so that my table can have lots of combat and your table can have hardly any, and neither of us suffers balance issues.
Same applies to other areas of the game, like social encounters and exploration.
I think another thing to do here is to take a note from some - though admittingly very few - RPGs, and remove combat experience altogether.
"Very few?" Um... how many RPGs have you played? At least in my experience, it would be more accurate to say "virtually all." In the tabletop realm, the XP-for-kills mechanic is an oddity specific to D&D and its immediate descendants. (CRPGs are another matter, of course.)
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