JamesonCourage
Adventurer
Okay, we're in total agreement hereActually it's true, but I should qualify. An individual's game style is only worth noting/taking in to account so long as it coincides with and does not negate other playstyles. Individual preferrences are noted but only important in how they fit with the whole.

True, but so is making a rogue good in combat as a base level of competency. That is, if your goal is to be inclusive to as many gaming styles as possible.Making a rogue that's bad in combat is poor design.
I think these are pretty big assumptions about play styles (5 minutes to shine, for example). My play sessions are pretty long by most standards (about 10 hours once per week), and we average about one fight per session (three is really spiking for us, and two is high).Making them good with the option of not using all of their options is the only way to make the character work for all playstyles. This means the different areas of the game probably have to be compartmentalized between combat, social and puzzles. It's about being able to have a character that can play in any style of game and not just sit around twiddling your thumbbs for most of it while waiting for your 5 minutes to shine out of the six-hour session.
Last session, the players spent about two hours in town, going into detail on performing, spending time in the local tavern, and otherwise pursuing in-character interests. To characters with out-of-combat skills, this was not just "5 minutes" of time to shine. Some players (like mine) really enjoy having skills outside of combat, and willingly sacrifice combat ability to pursue those abilities (it's a point-buy game) most of the time (very rarely will you see a purely combat character).
This is a fine play style. It, like you say, shouldn't be pursued to the point where other play styles are neglected. However, it should be understood that many groups liked the Thief class because he was useful out of combat, and that that same enjoyment extended over time into other areas (crafting, social encounters, etc.).
The game should allow for quite a few options (good out-of-combat rogue and good in-combat rogue; good out-of-combat rogue and bad in-combat rogue; bad out-of-combat rogue and good in-combat rogue; etc.). That doesn't necessarily mean you make the default rogue "awesome" and tone him down. That's an option, but presentation is certainly important, and saying "he's awesome unless you gimp him" isn't exactly palatable to many groups.
I'd suggest a "here's how you can tweak these areas" approach over "he's awesome unless you gimp him", personally. As always, play what you like
