Ion Hazzikostas, the Game Director for World of Warcraft, has commented in the past about the distinction between perceived differences and actual differences in power.
One example he offered was that if one Mage spec did 1% more damage than another Mage spec, the one dealing more damage would see considerably more play - and if in the next patch they swapped, so would the relative popularity of the two specs. That is despite 1% being so small a disparity that Critical Strike RNG would have a larger impact on your damage than which of the two specs you play.
Another example he offered was the meta sometimes being wrong. The people racing for a World First boss kill or raid completion were far more likely to actively switch between specs, talents, and so on. Due to differing boss designs, sometimes a given choice which usually proved to be mathematically inferior to other options would be the best for a specific encounter. If a pro player logged out with ‘bad’ choices selected because they were advantageous for the fight he or she was stuck on, many people would go to their armoury page and copy their choices without thinking twice. Clearly situational talents could see use by a considerable number of players just because a single person used them for a single boss fight.
So how is this relevant?
We’re not going to go out of our way to put noob traps or otherwise weak options into our game. But we certainly can’t promise you that there’ll never be a meta - because simply put, that isn’t up to us. To return to my example of World of Warcraft, the team at Blizzard have spoken of their pride at just how well most specs are balanced and their exasperation at how even the tiniest of differences between specs are used to justify one being the “right” choice for a class to use.
Please read the above in terms of the game at, and after, launch. The game is currently a pre-alpha demo, and during this stage of development balance just isn’t a huge priority. Too many things change too frequently for us to invest significant resources into balance - we only have 2 classes implemented so far!