I remember in the summer of 2004, the idea of an all-defender team was considered a fad, a novelty, but not effective. People who played on the trinity-free team concepts experienced how powerful such teams could be. With corruptors, and masterminds, the variety of 8 buff/debuffers increased. The fulcrum shift was nerfed (bzzzzortch!). Radiation Infection was nerfed. Fluffy was nerfed. Hurricane was nerfed but the all 8 buff/debuffers were undaunted. In the end they threw a bone to the kinetics for team speed boost and also team bubbles and sonic rings.
Honestly, from the moment the first steam roll buff/debuff teams left port, nothing really slowed them down. The FS and RI changes had no impact on them, and really hurricane wasn't a steamroll power anyway. The changes to speed boost and FF/Sonic shields were more QoL changes than effectiveness changes.
The craziest team - in steam roll terms - I was ever on was an eight player all controller team with nothing but Ill/Fire and Rad/Kin/Emp back around I5-ish. I think it was an Ill/Rad (me), two Ill/Kins, two Fire/Kins, a Fire/Emp, and two Fire/Rads. Its hard to even describe how ridiculous that team was. Things melted so fast that the pets were often just running in circles because their targets dropped dead before they arrived. We were leapfrogging in two and three groups of players trying to get far enough of the pack to even hit anything. I would run out of the pack to the next full spawn and hit them with flash, and by the time I deployed the PA everything was dead all around me from the team catching up.
We were the poster children for "Geko didn't know how to add" when it came to stacking effects. Even after the arrival of inventions, epic powers, Incarnate abilities, and level shifts, I *still* am not certain I was ever on another team with more firepower, and I'm including fully populated BAFs.