You can always do individual milestones for lower-level characters, but there's not supposed to be lower-level characters in this sort of game.
That in itself is sad, that everyone's expected to be and remain the same.
To me, that's an absolute terrible mentality to have. I would never want to play with a GM like that.
You wouldn't want to play with a GM who actually made the game challenging and where the threats were real rather than paper tigers? Because 5e run by the book is just that, compared even with 3e, never mind the 0e-1e.
You do you, I suppose, but as a player knowing everything's going to be a cakewalk would bore me to tears real fast.
So: (1) All items are interchangeable and meaningless to the players. (2) Because they know that you are willing to destroy things, so there's no point caring about their belongings.
If you care about it, don't take it into the field and put it at risk. Seems simple enough.
There's been far more power creep with magic than anything else over the editions.
I agree, and IMO it needs to be nerfed hard. Not by making magic less effective, but by making it riskier and harder to use.
This also doesn't speak well of your ability to judge the players' enjoyment of the game.
I'm just not as concerned about pinpoint balance as some are. I look far more at long-term trends for balance than I do at whether a given character was able to do much in the combat I just ran. Trying to balance in a moment-to-moment manner is IMO largely a fool's erranc.
And yet you have no problems with casters being versatile and having more abilities than they had before (via spells that are new to them or even the game).
I have a problem with casters being too versatile, for sure. That said, if a player wants to invent a spell (assuming it's not completely broken) I'm happy for the input and I'll find a way to incorporate it into the game. It's rare, but it does happen.
Which again speaks to the thread's title: here's an option that is practically guaranteed to make the game more interesting--to make combats more interesting--and yet it's getting thrown out without even being tried, because it may make some characters more versatile.
Let's take a series of numbers we're trying to balance, where higher broadly represents more powerful and-or versatile. Right now they look like:
4-5-4-4-5-7-4-5-4
Clearly, it's the '7' that's out of whack. Me, I'd do what's needed to bring that 7 down to a 5 and probably call that good enough.
Bringing all those 4s and 5s up to the 6-7 range would be massive power creep and also a stupid amount more work, not gonna happen if I'm doing it though it does seem to be the general WotC approach.
But here's the tricky one. It might be tempting here to balance everything at 5; but that too would represent overall power creep: sure you're losing two points (7 down to 5), and yet you're also adding five points by bringing those 4s up to 5. For me, a range of one integer out of ten is good enough to be good enough; I don't need it to be any finer-tuned than that.