I think a party of wizards would be substantially easier to play than a party of Paladins, and with the bladesinger subclass easier than Sorcerers too (a sorcerer party would be better than Paladin IMO).Wizards would probably be the most difficult, at least sorcerers have divine soul.
One nice thing about fighters (and the other noncasters) is that you have some stat freedom to have Intelligence or Wisdom or Charisma as a secondary stat for skills, and gives you a little more diversity in characterizations.I'm surprised that there's so few votes for fighters. Their super flexibility and staying power in a campaign that allows feats is really powerful and allows for a lot of different concept.
- Battlemaster Sword n Board + Interception FS + Inspiring Leader + Healer + Chef as the Quarter Master
- Rune Knight Defensive FS+ Ritual Caster + Magic Initiate as the Mage
- Psi-Knight Halberdier + Telekinetic + Telepathic as the Mystic
- Champion Throwing daggers + Delver + Skill Mastery as the Rogue
- Arcane Archer + Alertness + Keen Mind + Observant as the Sharpshooter
Yea, it would definitely be a case where I plan the campaign around the class the party picks. A campaign that works well for all rogues would be very different than for one with all paladins.A lot of it depends on how you run your games and what type of campaign it will be. Rogues for an urban campaign with a lot of skill based challenges could be difficult to balance, a thief's fast hands and healer feat can heal people with a bonus action. Do you run 2-3 encounters per long rest or a dozen? It's going to make a big difference.
No consideration for it being an interesting story, though, which is why we get checks notes an all-cleric campaign.Vote as per the title.
Assumptions:
1) 5 player characters in the campaign.
2) The bulk of the game will be Tier 2-Tier 3.
3) Feats Yes, multiclassing No. (No dips!)
4) Assume you're trying to strike a balance between these goals:
a) Diversity in character concepts and builds.
b) Overall group effectiveness.
c) Shared class synergy (wizards sharing spells, druids being able to group wildshape, mass first round fighter action surge, etc.)
I have a hard time picturing anyone playing more than one or two sessions of an all-cleric or all-artificer campaign.All of them.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.