If we were playing Lord of the Rings (a touchstone for most D&D players), no one would complain that wizards and rangers aren't equal, let alone the commoners at the center of the story.
Legolas clearly outshines Gandalf in a number of situations. Gandalf's magic, while powerful, is used sparring, most of the time he hits people with his stick or later, his sword. I'd wager he put too many points into dual-wielding two-handers(staff and greatsword) and while Legolas did nothing but enhance his bonuses to shooting orcs.
Boromir is pretty typical for a fighter, lots of armor profeciencies, sword and board, good charisma though, not much in the way of skills though. Aragon is clearly your typical rogue-fighter hybrid(ranger hardly represents him by it's more recent emobiments), lots of skills, good with weapons, lighter armor.
But NONE of these guys are the same level either. Aragorn is near 80 years old and only in middle-age...
barely, Legolas is nigh on a thousand, Gandalf is immortal, and Frodo is lucky if he's 20! Boromir has done nothing but fight his whole life, same as Aragorn, if anything they're probably the closest comparison. Legolas is obviously a gestalt, epic-level ranger. I mean he
stabs people with arrows and then shoots them at another enemy. Frodo is what, a 0-level commoner?
None of these characters are equal because there's absolutely no common starting point. The only ones that start off as commoners who get levels in something later are Merry and Pippin who probably get a few levels in fighter by the end of the story.
But even beyond that, if we were playing Star Trek, the engineer class would be able to do anything with time, the command officer class would tell everyone else what to do, and the security officer class would just be good with phasers. If we were playing Law and Order, no one would complain that the lawyers are better than the police (or vice versa).
Scotty's biggest asset is that he
lies. Oh sure he's a great engineer, but his whole "I can get it done in two hours instead of a day." is because(if I recall correctly) he multiplies his "how long it should take" time estimates by a factor of
eight. If anything Scotty is a bard/engineer-type multiclass.
But you're missing the point. Noone is suggesting that Scotty should be as good with phasers as Riker is, nor should Spock be as awesome as engineering as Scotty. What people keep advocating is that when Riker becomes the awesome, dual-pase-rifle wielding awesome-master, Scotty is likewise so skilled with engineering he could fix a warp-engine with duct-tape and toothpicks and make McGuyver blush.
NEVER has anyone suggested that all characters should be equally as good at everything as everyone else. This is the "red herring" argument
against balance from people who don't understand what's being advocated.
What people want is for Scotty's engineering to be so awesome, and Riker's tactics so amazing when, at the same level,
both will be able to contribute to
most situations fairly well. Riker may blast away at the Borg while rotating phaser-frequencies with his left nostril while Scotty can hotwire a communicator badge to control localized force-fields.
In such a case, both Scotty and Riker contribute to the fullest of their skills in defense of the ship against the Borg, but both do so in entirely different ways. We don't see Scotty able to make micro-black holes in the middle of engineering without damaging the ship or friends while all Riker can do is blast a phaser once or twice and do all of diddily.
The fact that a wizard,
in theory could bend reality with his pinky, doesn't mean the best a fighter can do is whack somebody with a sword a little better. And that's the big complaint here. It's not just that people think it's OK that one guy contributes to the best of his abilities, but people think it's OK that another guy contributes to the
least of their abilities. A well-trained fighter can do a whole heck of a lot more than hit someone, but classically, that's all the game mechanics have represented them as being capable of, even attempting combat maneuvers sucked because they had a low success rate, were useless against non-armed/armored monsters, had pathetically short durations, and did no damage at all.
The wizard on the other hand could traditionally lock down a foe, make them defenseless, and then trap them in a rain of acid, killing them in two rounds.
It's not a matter of contributing equally but in different ways, of even well in one situation but poorly in another. It's been a simple matter of the wizard being quite literally able to do anything and everyone else can suck eggs(except the cleric or the druid).
That's the story angle, but from a game angle the same is true. In any game that posits meaningfully different roles, those roles are almost never balanced. In any given team sport, some positions are more important than others, and some require more skill or ability than others. In Command and Conquer, some units are better than others. In miniatures wargames, some pieces are better than others.
You are citing some of my favorite genres and even specifically games, unless you know these things
very very well, I am going full-bore on you here.
NEVER in CnC was there are unit strictly better than another
unless it had an incredibly long build time and a high cost. Sure, the Mammoth tank was better than the basic tank...why? Because it cost 3 times as much and took quadruple the build time. Certain units are better at
certain things, but nobody is arguing this shouldn't be the case. There is no single unit in
any edition of CnC that can do
everything better than any other unit, and the ones that perform
specific tasks better than another are because they require more resources.
Which is the
biggest failing in the whole fighter vs wizard issue. The fighter has few resources, but his costs are low. The Wizard has night unlimited resources...and his costs are low too.
And if you don't think team sports roles are balanced, you lack an understand of team sports. And sports is a
perfect example of what we want to see between the fighter and the wizard. Lets say the defensive lineman is the fighter. Lets say the quarterback is the wizard. How do these two balance out? The quarterback has very specific limitations to his role, he can only move in certain directions, he can only perform a few tasks,
unless he gives up his ability to throw(cast) and runs the ball(Tim Tebow did this a lot), so essentially, the Wizard loses his special powers and becomes a fighter. The lineman on the other hand has specific skills too, he's really good at fighting, but he couldn't throw the ball...and probably couldn't catch it either(that's other people's job, lets say the rogue).
Each of them perform specific tasks within the system, but none of the can do
all the tasks at the same time. The problem with magic has traditionally been that it has few penalties and allows the user to do
all the tasks at the same time, any time, every time.
So again, the expectation that two completely different D&D classes should be equal across all levels doesn't have much precedent. Again, I'd agree that it's a nontrivial portion that has this concern, but I just don't understand where this perspective is coming from, or why it seems to override other concerns so readily. I mean, I like when things are balanced, but only where a number of other goals are satisfied first.
Sure it does...if you ignore absolutely
everything about anything you quoted above and just look at the fact that Scotty wears yellow and Riker wears red.
It isn't an absolute, but the 4e concept of class design is a big step towards "sameness". It's not at the point where everyone has the same mechanics and you just describe them differently, but it's closer to that by far than any other version of D&D, and that's jarring. The merits of that step are what we're discussing.
See, now here's an actual point and I feel it's true(even as a 4e fan), 4e uses the same mathematics and same underlying system for all it's "powers" for every class. Sure, some things are ranged, some are burst, some are melee, but overall you're right. But using the same
system to create different results is only a step to sameness if you insist that different classes
must use different systems or they are inherently the same. I mean by that argument the Wizard, the Cleric and the Druid are all essentially the same, while the Fighter, the Rogue and the Barbarian are also all essentially the same.
Which means we're back to the point I've made earlier and
many times across this forum, is that if you look at it that way, that same mechanics even utilized to create different outcomes is the path to sameness, you really only need two classes: the fighting-man and the magic-user. That's IT. Every single other class can be represented by some variation to one of those two themes, or some mix of the two.