Not sure what you mean by that. Perhaps you misunderstand. I’m referring to comments like this:
Which is an absolute. He’s saying that the heroes don’t have to be balanced, they just have to have effective counters, which isn’t how game design works because doing that just ends up with rock/paper/scissors which is, like I said… boring.
You instead strike for a balance between rock/paper/scissors, skill requirement and every other game design/balance consideration, and brew the soup that is balance/good game design.
This is what I’m saying, it’s not so simplistic as making rock/paper/scissors, and you don’t want to have that be too strong a factor otherwise the game will become boring because you will literally just constantly switch to counter whatever the enemy is playing.
You can read into what Jeff means when he says the game is based on R/P/S, but I highly doubt he meant it as an absolute, and if he did he is just plain wrong. Jeff can’t and wouldn’t be so foolish to claim that you can base the entire game on R/P/S. He knows there’s much more to it than that, and so do you. You’ve already proven that with your post. 
As I said, most people in this thread are correct. You only fumble when you start using absolutes. Game design just isn’t that simplistic and that’s kind of what makes it interesting. When designing a game, the moment you start adding in extra variables, you lose that perfect balance, but once that imbalance has been achieved, you can then try to wring it back with other mechanics. You’ll never achieve that perfect R/P/S balance again, because it’s impossible. There are already too many variables and those variables aren’t even static, as they become conditional. But anyway, this chaos is a good thing! It’s what generates the fun. All you can do is push in the general direction of balance, but find more creative ways to do it than to solely try and pull the game back towards that R/P/S system, because while that’s inherently perfectly balanced, it is also boring.
For example, you can say “Oh, Soldier counters Pharah”, but great game design allows Pharah to beat Soldier too. Sure you can push things into the Soldiers favour, and that’s fine, but you don’t want an absolute 100% guarantee that the Soldier will win, because… boring.