I think I anticipated your comment where I talk about Sword A and Sword B. Well, I think we can come to agreement if I simply say that balance doesn't mean that there shouldn't be a top tier, nor should that have been intended. Quake or Quake III is a good example; if the map is well designed there will be a lot of risk involved in getting a quad damage or a special weapon. This is perfectly fine and normal; the better portion of Unreal Tournament and Quake multiplayer game play is based on holding a route to special items. If, on the other hand, it was just up to chance if you spawned with a double shotgun in mazelike portion of a DOOM II map or spawned nearby with a pistol only, or if you spawned in the open with a long run to a regular shotgun and the area was surrounded by sniping spots that also were protected heavy weapon spawns, you could say that those map designers were probably stupid.
Having the game give you a pistol after the first mission that is useful for killing almost everything organic in the game, even at range, with plentiful ammo and no sound signature, and having every "awesome" weapon relegated to only rare use cases - that doesn't seem balanced to me. Both original and Human Revolution flavors of Deus Ex have this problem where the pistol is the best lethal weapon in the game. (For Deus Ex: The Tarsus Chronicles, it's the baton and the spy drone / aggressive defense drone, probably.)
"Balance" is probably a big issue these days because of the intention of many games to differentiate player types and what they can carry. You don't get in-level weapon pickups in a Battlefield game, unless you pick up another soldier's kit and everything is instantly changed, from your pistol type to special items. Balance here doesn't mean that both will win against the other in an open field - sniper usually will have an advantage over other types - but again it is highly contextual based on other players and the surroundings. Alone, engineer types are often less powerful (although in BF2 they got some nice Boom Sticks, especially of the DAO-12 revolver or Pancor magazine types; they can defend themselves well in close quarters) but their use is mainly in keeping big machines running well. Likewise, Special Forces are not as good in a firefight as a regular Assault class rifleman, but if you see a jeep rushing towards you, you'd probably better get out of the way before he jumps out and detonates the C4 stuck to the hood. This type of "balance" has been very influential, and I think it influenced your conception of the term. CoD probably more so.
There is also the matter of many games having a more "scientific" approach to level design than before. Valve Software is famous for this. Does it make the game better to look at "heat maps" to try to tweak the game parameters? Sure. It's not their intention to make the probability of a kill (or getting killed) totally random spread out across the map, but I think it's reasonable to try to eliminate some cases because they provoke the wrong feeling in the player, like "why did I get shot through that building by somebody on the other side using bullet penetration, but I am safe if I stand a little off to the side?"
There is a strong presumption on the part of many "PRO GAMERS" with their heads up each others' Ahems that it is Proper And Good to exploit the game to its fullest, always, and that it is appropriate that the game should revolve around a display of those talents, so that all exploits are sacred; in fact, we probably should have more of them, if they involve skill. After all, there is nothing that says that other people can't do the same if they are/get good enough; we do similar things to shooting games here (Gun Frontier lol). But for those games, you have to look at the developer intention - Counter-Strike is meant to be something close to a simulation of close-quarters combat, not a shooting gallery based on your ability to line up two planes, one in front of you and the other behind it, or to time footsteps for wallbang headshots. You also have to look at the population - nobody's feelings get hurt when somebody else deconstructs Gun Frontier scoring (just when we find out about it, so I guess that one's on the developer). But for the Pro Gamer to insist that everybody else who bought the game should have no greater expectations of the gaming experience than to be cannon fodder, well, they can go fuck themselves. They don't own that experience, certainly not based on the share of dollars supporting the experience. Rant over!
