This game follows the old-school design principles of the classic Fallouts and imm-sims: it lays down its tools before you and trusts you to make your choice and to make it work.
Yeah, some tools are much better or situationally better than the others, so choose wisely.
It's different from Fallout 1/2/mods. Yes, I've beat them all as well.
In them, you could obtain top-tier armour and a few perks and cull enemies on sight with top tier weapons that were in every category. Miniguns, Launchers, Plasma Rifles, Power Fists, Supersledges, et cetera. It never mattered against who you're going, because Power Armour keeps you alive (for the most battles) and you can use as much Stimpaks per turn as you want.
Here you have to follow a certain pattern. No matter how good of a sharpshooter or a fist fighter you are — if you find an overwhelming group of enemies that can corner you easily or step into Crawler's lair — you have to have a good amount of combat drugs on you or trap the whole area.
It relies on battle tactics and you can't be a big-ass tank with even a Mind Cracker going against horde of Lunatics with your back open. They'll simply vaporize you from afar, while you'll be constantly stunned, dazed, frozen and under mental subversion.
Granted, armour with high resistance and 10+ Constitution and Will can save you from that and you can prevail through sheer HP pool, but then you can forget about having first turn, about good stealth, about dodge and evasion, about any DEX, AGI, PER, and INT check — because you're gonna invest all your points into STR, CON, and WILL.
Even then, a good critical from a couple of snipers will still get you killed. Or even Acid Hunters/a CAU unit.
Stealth characters have much easier living, but when they can't rely on their stealth, well, they are forced to hide and also use a shitton of combat drugs.
Those games are not the same. A couple of things they do have in common, but fight systems are barely alike, aside from turn-based mode.
And this is why having OP weapons that can obliterate everything without any effort from the player AND having builds that can shine only against certain enemies and only after you're leveled up and geared up fully — is the opposite of the balance.