Exactly, we are also not aiming for perfect balance, we are aiming to make a system which players enjoy.
For example, I knew last season's Avenger was the best DPS weapon on the game. I could prove it using numbers and in game tests. It was continually complained about, so I understood that the "feel" of the weapon must not be correct and it got a boost (combined with some limiting factors of my own to stop it getting crazy).
I don't read one comment and rush off and implement whatever they say, I read lots of them and watch fights from sneak (helps being able to see the whole map sometimes

), think about if they have a valid point, spot if there are consistent themes running through them all and then come up with something which will address the problem.
At which point the process begins again.