Either way, none of those boosts will break the game for anyone.
No, of course not.
Well, not any of them taken in isolation. All Souls games can be broken (actually, all games can be broken when it comes down to it) that is neither here nor there.
The question is whether a normal combination of buffs and gear is somehow beyond the understanding of the average player, or is against the "rules" somehow, which appears to be part of the argument as well.
For the most part, the game is geared towards maximing a particular approach. Now some approaches work better in different situations. The secret then is to simply find out what works best in what context. In some cases, some counters can even trivialize bosses as an actual intended effect:
The most glaring case in point being the Revenant who can literally be disintegrated with healing spells to the point you doin't even have to fight him. The Revenant in fact exemplifies my argument that the reason bosses in Elden Ring are designed to be so unresonably hard is that you are EXPECTED to use counters. His moveset is among the single most confusing one in the game, but he also happens to have the single strongest counter of any enemy out there. Coincidence? Probably not, right?
Your "normal" player strawman isn't someone who doesn't like stacking up 50 buffs after switching out gear on the fly within the span of seconds like the guy i posted who swatted Malenia out in one hit:
The normal player is someone who will favor a particular approach (sometimes following a rolelaying concept, which is something i do all the time myself) and try to stick with it at all times. He is not so dump as not to understand how to use the right talismans or how to use buffs and any other kind of boosting. The average player isn't someone who doesn't know how to find gear in the world, or is incapable of getting a basic grasp of how things work.
My suspicion is that for the most part the problem with the average player is that they find a way to do things and like to stick with it until the end. This may have worked well in Dark Souls (maybe) but it's not how Elden Ring is set up.
My suggestion to the average player is keep in hand a variety of tactics and to adapt to the situation instead of trying to stick to one way even when it's clearly not working. It is not an unreasonable thing to ask even for a novice for instance to try different damage types if the one you are using isn't working that well. This kind of strategizing is standard fair for an RPG i don't see why it should be so difficult to grasp for anyone.
As for the wiki shit. All those games are designed with multiple playthroughs in mind. If you want to spoil everything you can most certainly read a wiki. The intended way however is to just discover things as you go, which i would hope would involve a bit of trial and error as well along the way. Now, the problem with this DLC is that it's designed with the assumption people already did that in the base game, which is a correct assumption to make meaning your argument people wouldn't know about stuff like Golden Vow THIS fucking late in the process, after two years the base game has been out and with people having presumably done multiple playthroughs is just too absurd to even contemplate.