Balance is going to mean different things to different people. For some, it's a statistical nightmare that will involve no faction being able to get ahead of another in any conceivable way at a given stage in the game. (1)
For others like myself, it's simply a matter of every unit/feature included in the game having a legitimate and worthwhile use. (2)
I'd say no, simply because it's impossible to please everyone. Conversations about balance are never going to go away unless the forum mods adopt an iron-fist policy and delete any thread that pops up on the subject. (3)
For those who are bothered by such things, my advice is to simply enjoy the game and stop taking it all so bloody personally. (4)
(1) I have seen some designers attempt this brute force naive method of balance, and you're right. It isn't pretty. Thankfully, most game designers have gone away from this in general.
(2) This is the de facto 'standard' for balancing games these days. It's both the easiest and most effective way and gets away from a lot of game theory problems, keeps redundancies out etc. The key technique to do doing this is to not have every consideration in your game be based on math. If your game consists of two robots fighting and one has 10 health and does 5 damage and the other has 6 health and does 11 damage - it's very easy to see that to balance the robots, they have to be exactly the same. You can complicate this by giving them different numerical statistics and bogging down your game with numbers, but there are easier and more effective ways.
A great deal of this game IS based on math, but the racial tech trees and the different techs (in effect, different game rules for each race) add a bit to the mix. Also many abilities are either not math-heavy or 'break' rules found elsewhere in the game. Gravity wells have a... complex and subtle affect on gameplay that I'm not sure has quite been explored yet. There are non-mathematical effects in the game like chokepoints which affect overall gameplay to a degree that can't be given a number. Etc. etc. etc.
But in general, it is pretty much EXACTLY like you said. The key is to have so many and diverse paths to victory that there isn't necessarily an optimal path - and if there is an optimal path, maybe an only-slightly-less optimal path is the 'counter' or at least very good against the optimal one. Diversity also has the nice effect of making the game more strategic and more interesting at every point along the progression.
(3) The perfect is the enemy of the good. Even the head Blizzard guys (infamous for delays) have this as their mantra. However, I would make a note that a lot of people use this point to argue that balance isn't worth trying for. So I'd add a corollary: the bad is also the enemy of the good.
(4) QFT. Even if we all disagree, we can at least be civil and agree to disagree.
By the way, very good OP with good examples

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