instead of figuring out some more tactical and clever strategies to deal with enemies
This is actualy quite funny ...
I keep hearing theese words since patch 1, but as far as i know, nobody ever come with any "tactical and clever strategy" so even after a year i still have no idea what they mean by that.

Something more tactical than "if I get on this cliff, I win"? How about flanking for advantage, something that is an optional rule for 5e (not the "I get advantage if I'm behind you" backstabbing BS from before, but proper 5e flanking option). Or just flanking in general, where instead of just keeping control of this one spot of high ground and flinging my endless arrows at enemies, I actually might want to try getting around behind them with some of my characters to trap them between the two positions hammer and anvil style. I can technically do that now if I'm so inclined, but because of high ground giving advantage for no real reason, it's more advantageous to just keep the whole party on top of the high ground and use the strength characters to push anyone who comes up back off while flinging arrows at them.
Advantage is way too powerful of a thing to be handing out just because you get on top of a rock, and disadvantage is too debilitating to be giving out just because someone else is on top of the rock. Increased range for ranged attacks from high ground is more than enough, the advantage/disadvantage of it is just not needed and bogs things down more. Especially when a lot of our spells that should have 3D AoE's just have a weird flat area of the ground they target so we can't actually aim them up. Not even the correct AoE's on the flat ground either, burning hands is supposed to be a cone and instead it aims like a flat plane of fire.