By working together I meant to create a fun story where everyone is the hero and has a good night, preferably with nachos and popcorn, not lets all craft codzilla so we can help to make a better "team". If you had house games where everyone played "a caster of some type or a really power gamed fighting class", then they were really different then mine.
Oh, my players want a fun story. But to them, a fun story is one that they win. And preferably win in such an extravagant way that they can laugh about it afterwards. Like the time there were a bunch of bad guys out looking for them and they needed to gather some information. So the Wizard dominated a random person on the street and forced him to gather the information for them so that the bad guys couldn't find them.
They were super happy because it was obvious the DM didn't think about the fact that they could do that and planned a bunch of combats around the fact that they'd have to walk into a building and get ambushed.
Whether or not they represent the majority, I am tring to say that something that is imbalanced in one type of play, may be a feature in another. And an edition that caters to one style, may be unacceptable for another.
I disagree that imbalance is ever a good thing. If you have a system that says:
Pick Any One of these options:
1. 60% chance of 10 damage to a single target at-will, 35% chance of doing 10 to another one
2. 40% chance of 5 damage to a single target at-will, 10 more damage if you are behind someone
3. 20% chance of doing 5 damage 3 times
4. Your choice of any 20 of this list of 200 abilities: Some examples are "100% chance of 20 damage to everyone within a 30 foot radius", "Turn invisible for 10 hours", "Stop all enemies within a 40 foot radius from moving more than 5 feet every 6 seconds while doing 5 damage each 6 seconds they stay in the area", "Turn into any of the 500 monsters listed in this book", and "The ability to make someone do anything you want for the next 24 hours"
5. Your choice of any 20 of this list of 200 abilities: Some examples are "Restore someone to full health", "Bring someone back to life", "Make a weapon +5 to hit and damage for a whole day", "Give yourself the ability to have a 75% chance to do 15 damage to a single target at will, and 50% chance of doing 15 to another one every round for 15 rounds", and "100% chance to do 15 damage to all enemies in a 20 foot radius"
Most people with any sense don't pick the first 3. And it isn't good in any game to give that out as a choice. I can't imagine a playstyle where giving 3 really bad options and 2 really good ones makes the game better.
Which is why I try really hard to imagine a game where people purposefully pick those options AND think that it's balanced.