Suppose you make a game with 100 bosses and 100 player abilities. The player can choose one of 10 classes and each class gets access to 10 different abilities. Each boss is designed to be beaten easily by 1 of the 100 abilities. Because you want the player to have the most fun possible, you decide to implement item versions of all the abilities which any class can use. These items are readily available in the game world. You think to yourself, 'aha! What a brilliant game I've made. The players have so many options, they will never be bored!".
Do these 100 options make the gameplay more interesting or challenging? I would argue that they simplify the game and homogenize the tactical experience on multiple playthroughs. Instead of finding a way to utilize their 10 class abilities to overcome the boss encounters, players simply find the items that each boss is vulnerable. These 100 options you have to the player quickly turn into 1 option on each boss.
More options does not make a more interesting tactical experience.