Not sure why you're getting so upset. Well, it seems to me like you're getting upset. No one's all like, "I'm right and you're wrong." Shoot. Ragnarok's been one of the people out here who has argued both sides of the issue at various points.
It's all suggestions. I've played the game both ways: party of 4 and party of 6 via the Mod someone put out there that allows you to just tweak the max party size to 6 or even 8. Party of 6 worked just fine. I thought it had issues, but it was just my computer's dumb graphics card needing an update to its drivers.
The game is beautifully designed to work with party of 6, even expanding inventories out, allowing for more on the road dialogues where party members interact more frequently because they're all together. So Wyll and Lae'zel will have a convo while we're jogging about, and then a few minutes later Gale strikes up a convo with Lae'zel about the Astral Plane. Then Gale and Shadowheart have a convo, or Shadowheart and Astarion... It's like night and day between party of 4 and 6 when it comes to this. Party of 4... crickets. Party of 6, they TALK to each other.
And I really liked how I didn't have to switch people out - EVER, with my single MC and the 5 origins. I didn't have to switch in Lae'zel to talk to the tiefling guy or go to the gith patrol, or switch in Wyll with the windmill and spike and such... They were just all there, ready for whenever I ran into anything. We could carry a ton more items, so I didn't have to go to the vendor as much, and I didn't need to Long Rest hardly at all, thus making the story flow more smoothly instead of having burning buildings burn for days and rituals that never end even after a week.
And combat actually went a bit faster, in my opinion. Why? Because I got 6 turns instead of 4 per round. Sure, enemies were easier, but that's because they've nerfed them. Give imps and intellect devourers back their resistances, and make wood woads and mud mephits actually according to 5e stats, and tweak a few other encounters, and the game would be challenging and yet not as cruel at certain parts.
Take the gith patrol. No change needed on this one. They are brutal even against a party of 6. Phase Spider Matriarch? Definitely easier with party of 6, but she's still a beast.
Granted, if you already know what's coming and you know all the gimmicks, you don't need a party of 6. You can go around and beat the crap out of everything, but that's not the point.
The point is, party of 6 works. Even as is, it works just fine. They wouldn't really need to change a thing except to ALLOW players to add more people to their party. If I go up to Lae'zel after I already have a party of 4, and I ask her to join my party, let her. If you don't want her to join your party because 4 is your limit, just tell her to go to camp and wait there.