I really think Overwatch without barriers just wouldn’t be Overwatch. Already over the past several months we’ve seen a lot of changes that push Overwatch hard towards being much more of a standard FPS game. The problem here is that Overwatch is not a good FPS game–it is (or, rather, was in my opinion) a good hero shooter. It lacks many of the fundamentals that make for a great FPS game. Removing barriers would probably constitute the single largest push in that direction, and I truly believe it would be to the game’s detriment.
Moreover, removing barriers is pushing toward the “casualification” of the game that many people gripe about, because it makes things just easier to kill and de-emphasizes the need to actually work with other people. Instead of having a slower, strategic game, it’s just fast-paced-kill-everything. That’s… not Overwatch, and despite what some folks may try to claim, never has been Overwatch. Overwatch has always been more about objective and team play than individual fragging, and it’s only been in the past year or so that people have started insisting that Overwatch needs to cater to easy frags and reduced teamplay. Even during Dive, one of the big defenses of the meta when people wanted it nerfed was that it required a lot of teamplay. If you’re fine with the game being casualified, then I don’t think there’s necessarily a problem here–but if you want the game to remain a more hardcore, competitive experience, then really removing barriers would be one of the worst possible options (alongside removing healing).
I honestly think the game would’ve been much better if the last 8 months of balance or so (basically every balance change since RoleQ dropped, excluding the addition of Sigma and a few other exceptions) never happened, and they just instituted some kind of rule to specifically prevent the usage of double barrier until such a time that they could add in appropriate counterplay–which, they honestly have had bits and pieces of (like Symmetra) but then removed for… reasons. The problem, as you say, wasn’t these heroes in vacuum, it was their synergy (as has been the case for pretty much every meta)–so why, over the entire course of Overwatch history but especially in the past eight months, have we treated these heroes like they’re issues in a vacuum (barriers included)?
So… to close up on a roundabout answer, barriers are good for the game. They’re one of the main things that actually distinguish Overwatch from just being a milquetoast TF2 from a big publisher. I think most of the perception that they’re “bad” comes from people who think that this game should be about scoring kills and fragging out, but honestly, that’s… not really what has defined Overwatch for most of its lifecycle, instead favoring focus on objectives and coordinating teams. It’s the mindset here that’s bad for Overwatch, if anything. Barriers are part of what defines Overwatch. If people don’t want to play with and around barriers, then why even buy this game in favor one of the numerous other FPS games (even hero shooters) that don’t have them? It seems to me that movements like these (not you specifically Fragehart, but the general motion to remove barriers/healing/CC) are just trying to transform Overwatch into another iteration of the myriad games that these people have already played and gotten bored of–and that’s exactly the danger. They got bored of that kind of game before, and they will again. Overwatch won’t survive by pandering to the people who insist it must resemble one of the dozen games or more that they played then discarded.