Count me in the camp that finds it very confusing when people complain about balance in a game. Limiting? Really? IME, imbalances are far and away more limiting than balance.
If you have two options that are balanced, then it comes down to concept which one you will choose. OTOH, if you have two options and one option is clearly superior to the other, then most people are going to choose the better option. It's pretty rare to deliberatly handicap yourself in a game.
Yes, yes, I know YOU do it, but, I'm thinking that there are a rather large number of people who don't.
What I find is that when you have imbalance, you create cookie cutter characters. Nearly everyone I played with, almost without fail, in 2e took two weapon fighting if their class could do it. It made absolute sense to do so - you doubled your attacks and damage/round at the cost of a weapon proficiency. Shields were pitifully weak and two handed weapons just didn't compare to using longsword and short sword (or whatever two weapons). So, everyone dual wielded.
To me, that's what happens when you unbalance the system. You wind up with people making choices, not because it fits with a concept, but to game the system for the largest rewards. And I can't say I blame anyone who does. You don't arm your fighter with a spoon, you give him the best weapons you can.
Give me balanced options any day of the week.
Heck, you can see it pretty easily in the Big 6 magic items in 3e. There's a reason those were the most chosen magic items. The cost/benefit ratio is clearly the best for those items. A stat boost item will do more for your character, both in combat and out, than any other single item you can name (other than perhaps artifacts). So, what's the first thing a player wants to get his hands on? A +2 whatever to boost his stats.
Boring.
I really cannot fathom this idea that keeps circling around that imbalance in the game somehow leads to more creativity. It just flies in the face of all the evidence to the contrary.