Over-Balancing

It can be a bad thing.

In film where my true arena lies, too much stabilization can ruin the mood of the shot.
Too much pen tooling on those CGI animations can give away your trick.
Is food always the perfect balance between salty and sweet?
Too many chefs spoil the soup. Too many spices makes it bad.

Smoothing off the edges of stuff too much just loses its character and charm in many things.
Imperfections are what make our favorite things so perfect.
Just a rule to always consider in the realm of entertainment.

ex. I called it the Fun Gun in the Halo Reach beta. The sticky launcher.
I called it that because I knew they would make it not fun anymore after people cried that they died from it a lot.
I knew they would do that because they lost touch from what made Halo 1 and 2 so amazing.

Double shotting. Spectators and even receiving enemies will often still roar with excitement from how it was pulled off for a 4 shot in a sticky situation.
BxB and BxR were beautiful mechanics, akin to a well made fighting game, that made us feel like ninja-fighting space soldiers when you got near them.

These were all balanced by being simple enough to use and were always predictable enough.
Adding too much sprinting, sliding and dashing really breaks the predictability that made the recipe so good. Reach started the prediction-killing fest but Halo 3 had already started it a bit too with the way the BR worked.

Also the shield recharge being so unpredictable now could severely muddy up the clean field that us competitive players love so much.