Not the person you were asking, but from my own experiences:
One campaign that I played in the bard regularly made the GWM paladin turn misses into hits with the -5/+10. Bardic Inspiration was given to the rogue before disarming traps, or any other critical skill check people had to make. (Plus guidance from the cleric.) Especially things like when everyone was trying to sneak or climb, giving it to the people most likely fail allowed the whole group to succeed.
Currently playing a glamour bard at 8th. Their subclass Bardic Inspiration gives out a temp HPs to a bunch of people plus lets them use their reaction to OA-free take a move action. Getting hurt characters out of melee, getting melee characters into the right spots, and splitting up the party when there's AoEs going off. Likely saved the party once when attacked by a dragon and let everyone scatter first round before it's breath weapon caught the whole party.
I also toss one out every round to someone in my party (not using my bonus action for anything else usually) when fighting casters so they can use it to juice a failing save. (Or make the hit, or whatever.) They all come back on a short rest, better to use them. (Before 5th when they only came back on a long rest I was less carefree with giving them out.)