Well, its not wrong. But it's not detailed enough to explain the complexity of balancing a PvP game.
I think the best example of game balance is starcraft II.
Blizzard released the game. Quite a few things were broken/op (like that early Reaper Rush). They fixed them pretty quick.
Some things were still a bit imba, so Blizzard kept twicking the numbers slightly. (1 or 2 seconds to research time. 25 or so increase to unit cost. etc. etc.)
When things were still broken, a unit was overhauled. (Void Ray, from stacking beam to activating beam).
While Blizzard was doing all that, players came up with their own balances. Coming up with strategies and unit compositions to counter what had previously seemed overpowered/imbalanced.
The above happened for a few years until the game somehow was balanced almost perfectly on all levels of play. For a while, Blizzard didn't release a huge balance patch (until Heart of the Swarm Expansion came out). And even after HoTS, the balance is finding itself.
Of course, almost no company has the resources Blizzard does. But the system of slightly twicking the seemingly imbalanced, overhauling seemingly broken, and letting the players come up with strategies (and reflecting that into balance), is a system I think Muse can use.
Balance patches should be spanner then mallet. Not mallet then spanner.