Should dictate the game design. These people are only but a few with exceptional skills.
You will risk tailoring classes and abilities around personal player skill coupled with specific skills of other exceptional player playing specific classes.
Just because a feat is possible, does not mean it is necessarily OP. There will always be people who do exceptional things.
It is like building a tower upside down.
99% of the player base does not have the skill set to do what certain classes can do in certain comps, nor do this 99% have friends playing that specific class, with those specific skills.
This results in a poor experience of 99% of the player base, we will always feel we are playing a gimped class and this is frustrating.
It is like I can see what the devs want a certain class to be, but because there are some people who can join with others and make that class work in a specific way, even gimped, then the devs gimp that class around that situations and the personal skill of these people, so that it does not work properly outside that specific scenario without those people, without that skill set.
That results in viable comps and not viable comps, cookie cutter builds, tailored around people (pros) and not the game itself. This is the meta.
So the gameplay of the game is good, but it will always be poorly balanced.
This happens to all blizzard games that I have played.
The right thing to do, would be balance the game around the average player. This does not mean lower the skill ceiling, but make balance decisions ignoring the individual skill of the pro-scene and super high rated players.
Blizzards approach of trying to make e-sports popular by making e-sports games did clearly fail.
SC1 became popular because a fun game was made, and it became an e-sport. SC2 on the other hand failed, because they pushed it hard to make an e-sport in the form of a game, thus it became a very frustrating game to play (made it once to masters in SC2), you could not even choose the color of your units, it was blue or red (clearly forcing an e-sport scenario).
Games felt like an uphill battle and were not fun. Meanwhile, Blizzard was trying to look for how to create exciting play moves. Worker harass? Really?
In the e-sports’ scene, first you need a game, and then you think about it becoming an e-sport. Not the other way around.
This is my opinion.