Nod. It might not work well in every campaign, though. In a campaign with a rough balance of combat and non-combat, your and other non-combat players would be bored half the time, and the combative ones the other half.
It makes sense to try to keep all the players engaged in the whole game.
Of course, this is D&D. We expect magic missiles and fireballs. Flying carpets and enchanted swords.
Indeed.
And modern roleplaying expectations want everyone to be able to contribute to every scene.
If they don't, if contributions vary too much from character to character and type of scene to type of scene, then the setting starts to crimp the style of DM and player alike.
What do you guys think? Should "balance" be as hardwired in to the system as it was in 4e?
4e balance was good, but it still needed improvement. Particularly when you left combat. In combat, balance was solid. Out of combat, some classes got lots of useful skills, or got rituals, or got dual-use utilities that worked in or out of combat, and others, well, didn't. If you added non-combat resources that were balanced among all the classes independent of their combat abilities, you could significantly improve on 4e.
Should it be as ignored as it was in 1e?
Oh, balance was never ignored. Did you notice how everyone had a different exp chart? An attempt at balance (theives, for instance, kinda whimpy on a level-by-level basis, but they level up /faster/). Spells/day, interruption, components, casting time? Attempting to balance the power of spells. 1d4 hps for a 1st level mage and only 1 spell? trying to balance the enormous power he'd have at high level. Etc, etc...
Or should there be dial settings for the GM to achieve what he wants for his campaign?
That'd be quite a lot of complexity on top of the modular choices players are aparently going to be getting. It probably wouldn't be any harder to just modify a balanced system. Imbalance is easy to introduce, very hard to fix.