Originally Posted by
MeimuHakurei
Harsh D&D truth: Virtually every player out there is playing to win. Certainly do several players prefer story-based character options, mechanical synergies, big bursts regardless of viability or streamlining the character to be ideally suited for the campaign at hand. But once everyone sits at the table, unless someone is a massive problem player who only wants to cause trouble, everyone is working together to fulfill the campaign's objective with their given characters - in other words, win the campaign.
The main "power gamers" with strong mechanical builds are actually experienced and mature players who know how to make self-sufficient characters capable of contributing in a variety of situations and/or to effectively contribute in their intended role. As for power imbalances, I strongly favor a bottom-up approach to boost the less capable players (not just by giving them freebies that the stronger players could potentially claim, but also by encouraging the other players to help them build/play their character effectively) rather than a top-down approach to weaken the build that's being effective (most of the time, the player isn't violating any game rules and it's not exactly antisocial to try and do your best in a situation for the sake of the team).
"Not stepping on toes" is a more troublesome scenario where I'd consider my approach to help the weaker characters more useful. In some systems and events, a player can end up with a class that's far more powerful/versatile than the other players, forcing them to step on eggshells not to make other players feel inadequate is saying "screw you for wanting to play this class". It can also hamper your IC roleplaying since you're making your character live in a world of cardboard, always taking care not to break something; to break someone*. If you're instead helping the lesser classes by pointing to more viable options that can keep up better, your other players can do more and your power player doesn't have to compromise their character.
If complexity is an issue and your players aren't capable of playing the game at a certain degree of competence, it's probably worth considering to switch to a lighter system with less moving parts in terms of mechanics.
*not ashamed for quoting Superman