I find them balanced to be honest. Sure, there's more avenues for damage, but there's also room for more utility and defense. And how you build your damage requires tactical thinking and forethought. What is good early may prove lethal if you fail to kill enemies early. Additionally, what is good early may also prove deadly late game as I have experienced firsthand with the double edged mastery. Sure, early kills are easy with it, but if the game hits late then that mastery falls off very hard.
On the flip side, what is good late will require a more conservative style of play. You must invest in your champion and premeditate every murder you attempt to enjoy success throughout the game.
And then there's a choice between burst damage or damage over time. These are tailored to radically different styles of champions. Can you survive 5 seconds of combat? Do you rely on auto attacks or abilities?
For defenses, you may not want to invest in it without some form of hard CC unless you are health stacking or are playing support. In other words, resolve is best left for tanks. If you've a steady supply of CC then you can mitigate a lot of the enemy's damage. If you're into classic sustain and self healing then the resolve tree has that covered as well.
Remember that being a tank doesn't make you invincible to damage, it just makes you a little beefier while sacrificing damage. But, as long as you can bulk up and stay alive in lane, you will find that you can survive more than you realize as the game drags on.