Not really great optimization. Lots of adventures have few-to-no traps, and they can generally be handled by anyone with a combination of Investigation, Perception, and decent Dex. Reliable Talent and possible thieves' tools Expertise is nice, but not remotely necessary. Wildshape, Knock, and Fly can also handle a lot of traversal and entrance issues.
Except lots of adventures do have many traps and per your criteria I don't know if this one does or doesn't. I've been in adventures that require opening a lot of locks too. I don't care if the wizard in the B time might have knock prepped when he needs to cast it 10 times alerting everything around us the first 4 times when he runs out of those spell slots.
It's the lack of knowledge that leans me towards the rogue in the first place. Reliable and consistent.
Team B has double fireballs. They'll be fine.![]()
Fireballs are terrible damage against CR2 monsters let alone what might be encountered in a 10th level adventure. Using 5 fireballs to kill 2 driders isn't helping your argument.
Do you really think team B has the spell slots to carry through this 10th level dungeon? Especially claiming fireball and then running into fire resistant opponents?
Of course they can prepare. Most adventures aren't on a timer. You spend the first day scouting, getting the lay of the land, and then rest and prepare spells.
That's the opposite of going into a blind dungeon. Seems like you're backtracking now. I doubt it would matter in the dungeon I just gave as an example, though.
Even without prepping, a 10th level cleric has 24 spells prepped, a druid and wizard have at least 15 each? Their basic adventuring prep will cover 95+% of situations that might arise.
Who cares how many spells are prepared? They can't cast all of them with 15 spell slots especially if they're casting knock repeatedly and using several spells every encounter and using spells to bypass other non-combat encounters.
They aren't ending encounters with a single spell.