So, I'd like to open up a discussion on Min-Maxing. This is, of course, a touchy subject so let's keep it civil. Before claiming that min-maxing precludes roleplaying, look up the Stormwind Fallacy.
For me, Min-Maxing is about keeping players on a similar tier. For those who aren't familiar with the Jargon, the Tiers of Characters are:
Minmax Boards:
Tier 1: Capable of doing absolutely everything, often better than classes that specialize in that thing. Often capable of solving encounters with a single mechanical ability and little thought from the player. Has world changing powers at high levels. These guys, if played well, can break a campaign and can be very hard to challenge without extreme DM fiat, especially if Tier 3s and below are in the party.
Examples: Wizard, Cleric, Druid, Archivist, Artificer, Erudite
Tier 2: Has as much raw power as the Tier 1 classes, but can't pull off nearly as many tricks, and while the class itself is capable of anything, no one build can actually do nearly as much as the Tier 1 classes. Still potencially campaign smashers by using the right abilities, but at the same time are more predictable and can't always have the right tool for the job. If the Tier 1 classes are countries with 10,000 nuclear weapons in their arsenal, these guys are countries with 10 nukes. Still dangerous and world shattering, but not in quite so many ways. Note that the Tier 2 classes are often less flexible than Tier 3 classes... it's just that their incredible potential power overwhelms their lack in flexibility.
Examples: Sorcerer, Favored Soul, Psion, Binder (with access to online vestiges)
Tier 3: Capable of doing one thing quite well, while still being useful when that one thing is inappropriate, or capable of doing all things, but not as well as classes that specialize in that area. Occasionally has a mechanical ability that can solve an encounter, but this is relatively rare and easy to deal with. Challenging such a character takes some thought from the DM, but isn't too difficult. Will outshine any Tier 5s in the party much of the time.
Examples: Beguiler, Dread Necromancer, Crusader, Bard, Swordsage, Binder (without access to the summon monster vestige), Wildshape Varient Ranger, Duskblade, Factotum, Warblade, Psionic Warrior
Tier 4: Capable of doing one thing quite well, but often useless when encounters require other areas of expertise, or capable of doing many things to a reasonable degree of competance without truly shining. Rarely has any abilities that can outright handle an encounter unless that encounter plays directly to the class's main strength. DMs may sometimes need to work to make sure Tier 4s can contribue to an encounter, as their abilities may sometimes leave them useless. Won't outshine anyone except Tier 6s except in specific circumstances that play to their strengths. Cannot compete effectively with Tier 1s that are played well.
Examples: Rogue, Barbarian, Warlock, Warmage, Scout, Ranger, Hexblade, Adept, Spellthief, Marshal, Fighter (Dungeoncrasher Variant)
Tier 5: Capable of doing only one thing, and not necessarily all that well, or so unfocused that they have trouble mastering anything, and in many types of encounters the character cannot contribute. In some cases, can do one thing very well, but that one thing is very often not needed. Has trouble shining in any encounter unless the rest of the party is weak in that situation and the encounter matches their strengths. DMs may have to work to avoid the player feeling that their character is worthless unless the entire party is Tier 4 and below. Characters in this tier will often feel like one trick ponies if they do well, or just feel like they have no tricks at all if they build the class poorly.
Examples: Fighter, Monk, CA Ninja, Healer, Swashbuckler, Rokugan Ninja, Soulknife, Expert, OA Samurai, Paladin, Knight
Tier 6: Not even capable of shining in their own area of expertise. DMs will need to work hard to make encounters that this sort of character can contribute in with their mechanical abilities. Will often feel worthless unless the character is seriously powergamed beyond belief, and even then won't be terribly impressive. Needs to fight enemies of lower than normal CR. Class is often completely unsynergized or with almost no abilities of merit. Avoid allowing PCs to play these characters.
Examples: CW Samurai, Aristocrat, Warrior, Commoner
I got my first taste of minmaxing way back in the day when I first started and built a soulknife because it seemed so cool. Then I discovered that the Druid's animal companion was far more useful than I was, never mind the rest of the druid's abilities. My character was effectively useless and I was a joke at the game unable to contribute in any meaningful way. That sucked a lot. It wasn't fun for me as a player and it wasn't fun for the other players because I was deadweight they kept having to rescue. It made the game less fun for all involved and that's the opposite of why I game.
I like Tier 3 and I try to keep my characters there. I feel that a character should be able to do their specific job, better than anybody else in the party. A character should also be able to contribute at other jobs, but not better than anybody else at the other character's specialty. I'll pull out a lot of minmaxing if I need to play a Tier 4 or below, while playing a Tier 1 or 2 I'll deliberately hamper abilities to get my character down to Tier 3, for instance a cleric who cannot fight in melee.
Star Wars Saga doesn't have tiers for characters so much. The flexible talent trees mean that it's more on the player and build than a specific class. I find that Scoundrels and Jedi are effectively Tier 4 while Soldiers, Scouts, and Nobles are Tier 3. Any character can hit tier 2 with the Force or being a Droid since those two options are effectively better for any concept that a non-force organic.
However Saga has major tier issues with equipment. A character who tries to fight with a Lanvarok or Decksweeper is going to be useless standing next to a character who's fighting with a Blaster Cannon (and worse, had to pay a feat for the privilege of sucking with said lanvarok or decksweeper). A player who picks a Stinger Starfighter can solo an entire wing of Krayt Gunships even though the Krayt costs twice as much. If you bought Marine armor and the other player bought Seatrooper Armor, one of you is hosed and it's not the one who spent less money. Thus my guides tend to steer players more towards useful equipment while also nudging them away from outright broken stuff like TIE Scouts and Neo Crusader armor.
So, enough about my opinions. How do you feel about this as a player? How about as a GM?