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In my opinion, each hero class is good in its own way.
Besides, each hero class template is also flawed in its own way.
Therefore, we should not only formulate what kind of gameplay we want to see, but also what is not working as well as we would like in the existing implementations.
In general, what Sanin wrote is a very useful generalization.
First, we should think about the idea that we want to implement and formulate it, at least in its initial form.
And only after that use assessments in the style of "good concept, bad implementation." Not because these are "incorrect" assessments, but rather the opposite – to better understand why a particular solution is "good" or "bad" in a particular template, and to make it easier to agree on this with each other.
Almost everyone wants something, and they feel when something is not quite right, but when a specific discussion begins, arguments from different topics often start to be mixed together. And not always those who are voicing these arguments keep track of these topics.