There is not, and should not be, a single answer.
Instead, we have a spectrum of answers with various pros and cons, and need to articulate why it would be beneficial to do one thing instead of another. There are some forms of balance that would be wonderful, but aren't something that can actually happen because it would be too expensive/time-consuming for the devs. There are other forms that are totally achievable, but utterly unacceptable to any reasonable gamer because they're simplified to the point of triviality. There are yet other forms that might solve problem A perfectly but leave problem B totally untouched, and thus might be inferior to something which only mostly solves problem A but also mostly solves problem B at the same time.
I personally lean into the DM role of entertainer and tend to let go of attachment to the encounters themselves. If my group of rolling over them and enjoying it, I can find fun in that.The DM though, also wants to share in the fun too, and if the players are curb-stomping or bypassing whatever they're throwing into the mix, that's not fun for them.
The biggest issue on that front is when one character is clearly capable of outright replacing others. It can be great to be the "rock" everyone knows they can depend upon, but the line between enabling that sort of behavior, and just outright making one character fully capable of replacing another, can be slim at best.I don't think players want balance so much as to be not overshadowed. People don't want to come to the game and watch an episode of "The Lee Show" because he's got enough power that everyone else is superfluous.
I have found that this is different from one player having a bit stronger character and then is the rock that holds off the tide.
You misunderstand my intent.Sure, but we are talking a single rule set that has a desire to be all encompassing. You and I may agree, or be wildly apart, but in the end what 5.5 aims for in terms of balance is a single thing.
Being casual has nothing to do with whether or not the problem can occur. It just means that the casual players may not know why they aren't having the experience they would like to have, and can't articulate it better than something not being quite right.Generally no. Most players don't care abd are hard pressed to even notice. Experienced players might be able to say "that archetype is better than this one".
. They might care of one player is drastically better than everyone else. Out of control power gamers are more likely to just get booted anyway. By that the ones who are trying to ruin the game or one up everyone else.
Gamers tend to be more casual. Most don't know about haste+ sneak attack combo.
In 2014 the -5/+10 feats were known about a bot more than most. The sword and board types got pleasant surprises when they picked shield master or sentinel.
Out of the 10-12 players I have 1 knows the power combos, 1 knows about some of the more obvious ones the rest are new, casual, don't care or don't know.
They occasionally ask what's better or advice on what to pick. Usually it's along the lines of "I want to hit hard" or whatever.
This neatly serves to point out that there's different types of balance:I personally lean into the DM role of entertainer and tend to let go of attachment to the encounters themselves. If my group of rolling over them and enjoying it, I can find fun in that.
This exactly. I often explain to my friends that the job of the DM is to be the villain much like in a WWE wrestling match. The DM is comically villainous to help the players bond together to oppose him. I love taunting them as I drop big-ass damage spells on them, knowing full well that 1) they can take it 2) the battle is rigged, they'll win the fight in the end.I personally lean into the DM role of entertainer and tend to let go of attachment to the encounters themselves. If my group of rolling over them and enjoying it, I can find fun in that.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.