Ignoring lessons learned from other kinds of games will only serve to make D&D stagnant and regressive. It's not a computer game, but that doesn't mean there are no lessons to be learned from that (vastly larger and more popular) form of entertainment. Or from the (vastly larger and more popular) board game audience. Or from the (vastly larger and more popular) card game audience. All of which generally embrace innovation.
There may be lessons to be learned, but D&D can't be judged on the same criteria. If I'm playing a computer game, the world is closed; only things that the programmers programmed can happen. In D&D, the possibilities are only as closed as the minds of its players.
Which means that practically speaking, it simply can't be balanced in the same way.
But more importantly, the goals of D&D are different. In that there aren't any. In an rpg, all the players can play their characters equally well, and have different outcomes. One character might become a lord, another might retire as a hermit. One might grant wishes while another simply slays his enemies. One might become a deity while another might die and be left to rot, and that's okay. In a board game, if equally competent play gets you such divergent results, something is wrong. If that happens in an rpg, something is very right.
"Innovation" in the context of D&D generally means moving away from its roots: miniatures games. The less D&D is about combat and treasure hunting, the harder it is to balance. And yet that innovation has largely already happen. At this point, innovation means accepting that D&D doesn't have to be balanced like a minis game, because it no longer is one.
D&D also has a lot to learn from the worlds of theater, literature, and film and television, as well as from open-ended, noncompetitive games. D&D has more in common with children playing house than it does with adults playing a video game, so why don't we talk about learning from that?