Sometimes the hard mode is its own payoff. If it wasn't, we wouldn't be playing Exalted; we'd be playing something simpler, like Godbound.
Except that isn't true at all. More complex or simple
games still give you entirely different methods of execution for tasks compared to eachother, while the comparison of a "simple mode Exalt" and a "hard mode exalt" is adding more steps to what has previously been established as
baseline features in the same system. If it were possible for the nonSolars to actually BEAT Solars at anything, you might have a point, but they can't and they won't, so at best you will be struggling to achieve a Solar-equivalent level in a niche area. If it takes you 18 Charms and 6 interconnected steps to accomplish something which takes a Solar only 2 Charms and one roll, you are not being rewarded for the extra effort you are putting in. The game is
wasting your time for not choosing the Simple Solar, optimization be damned.
This would be much different if RPGs were a form of Skill-based game, not Decision-based, where you could argue that the increased degree of micromanagement tests you as a player to be
good at it, but they are not. RPGS reward luck at dice and system mastery through memorization and trial and error to accomplish goals through effective use of choices and avoiding trap-options, which
anyone can learn after enough exposure. The big bad truth of it is, picking a cost-use power off a prebuilt list is only a
choice you have made, and a randomizer cannot said to have articulated your precise will onto the table. You don't get Good at RPGs, you simply become more knowledgeable about them until you have learned to play them the Right Way, even if that is not the way it was advertized.
These are the Bad Lessons which should have been learned from 2e, but they weren't.