1. When something is new and broken, it *feels* more broken than something that is old and broken. This is because everyone gets used to the old broken thing, and finds ways to work around its brokenness. I think that's got a lot to do with how people react to psionics in 3e. They don't compare it to arcane or divine magic straight up, they compare it to arcane or divine magic combined with years of experience working around the rough edges of the system.
2. Many things that are broken work well in certain contexts. Or to put it another way, some things are more broken in some contexts than in others. If your primary experience of the game is in a particular context then you will have different opinions about what is or is not broken than something who plays in many contexts or who doesn't play in your particular context.
In my area we mostly played 3e from levels 3 to 9. We were really light on magic items compared to a lot of other groups, particularly on things like metamagic rods. These are levels where the game works relatively well, and where a psion's ability to channel all of his power points into a moderate number of top level powers is noticeably better than the wizard's ability to cast two, maybe three top level powers in a day, particularly when you aren't really getting in four fights per day, just one, maybe two big ones. Its also a level where the warlock's unlimited access to things like flight, invisibility, or basic teleportation can be disruptive, particularly if you're not accustomed to it.
So that's not really to excuse DM reticence. But maybe it explains it a little?
2. Many things that are broken work well in certain contexts. Or to put it another way, some things are more broken in some contexts than in others. If your primary experience of the game is in a particular context then you will have different opinions about what is or is not broken than something who plays in many contexts or who doesn't play in your particular context.
In my area we mostly played 3e from levels 3 to 9. We were really light on magic items compared to a lot of other groups, particularly on things like metamagic rods. These are levels where the game works relatively well, and where a psion's ability to channel all of his power points into a moderate number of top level powers is noticeably better than the wizard's ability to cast two, maybe three top level powers in a day, particularly when you aren't really getting in four fights per day, just one, maybe two big ones. Its also a level where the warlock's unlimited access to things like flight, invisibility, or basic teleportation can be disruptive, particularly if you're not accustomed to it.
So that's not really to excuse DM reticence. But maybe it explains it a little?