Originally Posted by
Carighan
This can always be a problem.
It's in fact a solid argument to remove such systems entirely: If all players just copy the one optimally-mathed variant from The Balance anyways, why complicate the entire process so much. Just remove all secondary stats and all Materia, and bake the extra expected damage performance into the skill system itself. It's the expected outcome for every player anyways, might as well save the space in the item database and the GUI files and so on.
It's very difficult to design a system of player choice - be it talents, gear, materia, whatever - that allows for actual player expression without it just coming down to 1 optimal solution that someone has to puzzle out.
WoW briefly had this when they replaced talents entirely with 6 choices of 3 options, but by and large these were always "non-performative". So for example a damage dealer would have no damage options, so there is no tier where you can even talk about an optimal performance choice. Rather they were all defensive or supportive in nature. You could pick between 3 ways of healing people as a damage dealer, for example. This got dropped later as while it was bautifuly on a design and balance level, it also just felt weak. Damage dealers want the illusion of influencing their own damage, even if they just copy "the optimal spec". It's just basic human nature.