@faraday In the context of WoD online games, especially larger ones, yes this sort of min-maxing exists. It tends to be allowed because the staff or the coders don't want to house rule character generation, and that characters tend to grow so much that in a few weeks the min-maxer can make up deficits they actually didn't want to keep. Staffers also don't want to say no to players.
The problem and the solution in WoD based games is just simple math. If you min-max your starting dots, there is a point down the road where you have the exact same stats as someone who did not min-max at chargen, but you have 50 xp more to spend.
So you can use that to have 1s in a bunch of things you'd like to have, or be even more razor focussed on some aspect of the game stats.
The Reach allowed respecs, which is a fine practice when characters realize they weren't built with the right things for the concept they had and it got past staff over view (which on large places doesn't really get done). So at respec people learn to rebuild their characters, and they just come out better off over all.
I think that this should just be solved by fixing the math: don't make dots, just use xp, so the build costs the same no matter how you approach it. Likewise if you want to see a bunch of 1s and 2s, then give people 1s and 2s that have to stay that way at approval time.
That's just one aspect of the issue, and there are many partial solutions.
Don't have very many places to spend xp, and make sure they are all important. Some players will find this way to simple, bland, and so on.
Separate out the critical from the less critical, and keep them separate. Players will try to make anything IMPORTANT if they have it,.
Make peoples characters for them. This means that only the character designer are doing the power gaming or unfairness. many players resent this.
So my final though for ME is I want my players to represent their character as much as needs be via the stats, simple or complex as that list may be. I want them to understand how that will act in the rules. And I want it to be equal opportunity, without hidden interactions or means to get ahead without a truly balancing cost.
This is the most interesting part of this threads topic to me.
Then there are issues of player competitiveness, the genre being represented, the issue with 5 players with niches and starring roles vs 100s of characters who come and go and may never see spotlight time, or even want it.