So, the thing here that gets me is that the slow development and change cycle of Commander is being portrayed something that isn't a virtue.
The catch22 of EDH has always been that it's an eternal format- meaning that my cards from Beta to Amonkhet are all valid. Also meaning that every ban dropped onto the suggested banlist often gives the wrong impression- that your favorite card might not be able to be played in Commander- and without sufficient reason it can be aggravating. For example, had I not played EDH during the time that
Prophet of Kruphix was legal, I might have found myself gobsmacked by it being on the list- as many friends who I introduced to the format since were upon reading the list. Cards like
Time Vault are super easy to explain, but the effect Prophet has with 3+ players at a table is actually pretty difficult to explain to someone who has only played 60 card 1v1 MtG. With respect to that sentiment- it impacts the entertainment value of Commander, and the entertainment value of Commander supercedes even the relative balance of the format.
Using Big Mike as an example, outside of the world of TappedOut theory brews, it's actually pretty rare to see
Mikaeus, the Unhallowed at the table, unless inside of a deck piloted by somebody fond of the card. But often, the decks that run Big Mike aren't even looking for an infinite combo, but instead focus on ingrained, redundant synergies built into their deck through redundant effects (often falling under the "Aristocrats" decktype.) For these, Big Mike is a linchpin, often being the card that lets them string along combos that fall very short of infinite or
Fireball level to drain large amounts of life and position themselves aggressively. In these scenarios, Big Mike is just a powerful and synergistic card that helps these decks reach the state of "breaking the game" that is expected of most decks in EDH.
But when Mike comes up as "too strong", it's usually for it's interaction with
Triskelion and the 2 recent variants on the classic creature which create a 3 card combo utilizing a manaless creature sacrifice outlet. In the Aristocrat-style decks, the combo may be present simply because the goal of the deck is to chain off sacrifice effects for value, but the decks aren't dedicated combo decks, so the situation is often inconsistent, and something of a reason to celebrate well fought game. Even though the actual combo decks do exist, the combo is regarded as easy to tech- and even if frustrating in some playgroups, is one of the weaker ways to go infinite.
However, even IF the combo were further enabled, and the power of it began to eclipse other popular (often more reliable) combos, banning the card outright would adversely effect the players who use Big Mike as their powerful linchpin would be the ones most effected by the ban. Combo decks tend to be built with multiple angles and interactions in mind, often trying to use as many of the same combo pieces, but fleshing out the iterations with which that occurs. Big Mike will give way to other ways to go infinite or sufficiently infinite with
Triskelion, or the Trisk package will just fall off of the larger combo package at hand, and be replaced outright. The combo deck's powerlevel moves very little, where the Aristocrats-style decks have to be reconstructed to compensate for the big, value fattie shaped hole, and the number of choices that inform how they get to build and play their favorite flavor of decks is actually diminished significantly.
This is like some old posts I read on WCF years ago about why
Rafiq of the Many and
Kresh The Bloodbraided needed to be banned as Generals because of the higher power level of aggro in EDH (because the format cares about synergistic play and cards like
Natural Order can be devastating when they enable proactive strategies.) But then, in my experience playing against moderately powered versions of those decks with
Natural Order and
Survival of the Fittest present, I simply learned that EDH operates with an entirely different type of bar for power-level; and that in order to have fun playing against them, that I had to desensitize myself as a player to the idea that it was noble to "not break the game" or "win fair". Instead, I would discuss the deck, and the lines of play involved with the playgroup to look for insight on how to hang with that sort of power- and EDH became a huge learning experience, and a great source of entertainment and insight on MtG as a game.