I'd like to see examples, but I assume that such talent rows revolve around specialized attacks, not gameplay choices. I find it cool for a specialized attack row to give us different attacks that each has its own strength and thus you can choose which attack to use based on fight. But gameplay choices are a little more tricky.
I could agree with you if the other choices in the row gave, for instance, a gameplay choice that increases AoE but isn't good for single target, one that increases single target but does not improves AoE, and another that improves both but it's not the best in either. But that's not what we are seeing. We are seeing two choices aimed at both single target and AoE, and another choice aimed only on single target, and they are balancing them so their damage boost is more or less the same. That creates an obvious "worst" choice in the row. To make matters even worse, BM's version of that talent not only increases single target and AoE, but also utility.
What's the problem with giving LW the two small buffs that I am asking? Would they make it imbalanced? If the answer is "no", then why not?