It's not a math problem. It's a terminology problem, or an expectations problem, or a problem of charting the gap between theory/design and the course of play. But you can't really reduce a game whose central premise is "anything can be attempted" to "fixing the math (and some people can't do math)."
A while back I linked to a
PhD dissertation on the creative benefits of open licenses in general, and the OGL in particular. In that paper, Mike Mearls is quoted (from an
old livejournal piece that he wrote) as saying the following:
Now, while that's particular to the OGL (and I suspect will apply to the ORC and CC licenses as well), it highlights one of the primary issues under discussion here: that your definition of "better" or "stronger" or "balanced" or any other such point is going to be different from mine (in the general sense of "you" and "me"), and so any discussion about whether or not something is "more powerful" is going to suffer from the two of us using the same word and yet attaching different meanings to it, to say nothing about how much emphasis/importance we attach to that particular aspect of the game anyway.
Now, in a sense that's a strength to the RPG community as a whole, because it ensures that there's always going to be innovation happening. But we're doing so based on intuition more than any kind of cerebral understanding, having little idea of what we're looking for, why something does or does not work for us, and struggling to communicate those concepts and ideas to each other in ways that aren't misunderstood.