My main concern is that competitive games are designed/balanced relative to the demographic that plays them. If a game's player base had mechanical aficionados then character design would look much different compared to if you had toddlers making up the bulk of your player base.
Let it be known that I think all games have balance problems, but I think Smite has some exclusive issues because of its audience. I also think you and the rest of the devs are doing the best with what you are given.
"Popularity based on complexity": Popularity can be quantified by pick rate but how can we denote what the player believes to be complex? Is it in all modes, Conquest, Ranked?" Yemoja and Persephone are consistently said to be characters who suffer a low win rate because of how complex they are. However the inverse is true because their win rate suffers in higher ranks. I interpret this to mean that the complexity in the characters is mostly present as a steep starting learning ...