Ovinomancer
No flips for you!
Choices. You can run 5e pretty darned easily, but that requires a lot more from the players than "move into the GM built house." Similarlu, you can do a lot of work. You choose. If your starting point is "I want all these things due to GM prep" then, sure, you're going to see a lot more work on the GM side of the screen. If you don't start there, you'll see something different. The cire point being: don't confuse your choices for necessity.But you admit in your own post that it makes some things harder than they would normally be running 5e in a traditional manner... like the miniature combat example you gave... right?
EDIT: As well as utilizing the binary nature of 5e's skill checks... these feel like playstyle choices that affect how a game is played and run.
EDIT2: I guess I would love to see some suggestions on how one can stick to the expected playstyle of D&D or most traditional games that work like it and still make prep easier. Perhaps something like prep major and add details in the moment... That seems like it might make prep easier without assumptions/playstyle/rules changes.
When I run 5e, both my players and I enjoy heavy tactical play. That rewuires a bit more prep because you need a map and more tightly balanced encounters. My experience makes the latter easy (especially with a tool like KFC), but I really like detailed maps. That's on me, and 80%+ of my prep is maps.
Part of tge issue here is low exoectations of players, or that it's assumed the GM must compensate for low energy playerd. Again, choice. You can expect players to biild strong hooks into their characters and/or lean into the fiction rather than away. This makes GMing sooo very much easier.