Min-Maxing in TT is kinda pointless... I mean if you want to run an optimised group and just experience how good optimised builds are in combat - cool, have fun. It's still pointless as a DM can always crush you, no matter what build. No martter how optimised. I think its far more important to have a group that doesn't have 'broken' characters that either outshine others or compeltely hamper the party just to ensure the players have roughly the same amount of impact.

I do advise my players how to avoid pitfalls in builds but also warn them about too powerful builds. Example one of my players had already a strong crossbow expert as bloodhunter and after seening a NPC gloomstalker (melee based) he wanted to go to gloomstalker as well. I warned him how it would impact combats. While the melee based gloomstalker had to get close and avoid lightsources thus giving enemies a way to protect themselves for the crossbow expert it would be just about standing as far away in darkness and shooting until we all get bored as enemies would realsitcly not find him OR I would have to avoid giving him chances to fight in darkness or constantly spam enemies that would still be able to see him to keep him challenged. He agreed it didn't sound like fun and went a different way.


But in video games... well for me normal difficulty should be suited for unoptimised characters that are still build solidly (for example for level 12 you should have your main attribute at 16+). Once you go higher difficulty - which has nothing to do with narrative or story - you need to grind it out and know how to be perfectly build and played - because it is supposed to be difficult. Story mode on the other hand should be an auto-win with pretty much any build because people don't care about combat in those cases and don't want to waste time on it.