For me, it's not about ease, it's about open-endedness. I don't like to be overly directed in terms of outcomes. I do roll with negative events that happen and deaths. I'll admit that I like having some challenge in atmospheres like University but I don't want constant negativity either.
I have some households where things are more complicated and then I have a number of happy and functional families that I like and don't necessarily need to add tons of difficulty to. It's not a case of being unable to play without cheats, but I sometimes use them to create different families at various socioeconomic levels.
I do think that sometimes the game can get overly childish or even too easy but at the same time, I like being able to have a certain light-hearted approach as well. I guess that I like being able to decide when to back off of intensity. I don't like everything to be bleak.
Generally, I want to see more to do in the game but I'm usually not that hard on my sims. I've always had them clean the lint filter rather than catch on fire, for example. I think there are ways to make this work but I don't want "very difficult play" forced on players like me. It's not that I want all sunshine but I like that if I want to change an outcome for a sim, then I can take certain steps like frantically searching for a cure for Selvadoradan poison, for example.
I know that some players get annoyed that those workarounds exist but they are also there to be ignored when someone wants.
I think that's the main issue here. There are multiple ways that people want to play the same game. Again, I think that TS4 can definitely be a bit "too easy" at times but at others, it can be surprisingly complex. I think the approach to University is a step in the right direction. Let players choose how much to take on.
Probably one of my hardest households was the astronaut with 5 and then 6 kids. Four to five of them were toddlers at once, one with the wild trait. I could have made it harder with fussy. They were constantly having meltdowns and just getting their basic needs met was challenging. The astronaut would work long hours. The house was constantly a mess. I know people have played concepts like the 7 toddler challenge and this was a bit like that. The wild toddler didn't learn basic skills until approximately the last day. I had to pause time to allow him to get potty-trained, etc, which also meant more time for chaos. Mayhem.
I like being able to do that and then to switch to Sulani islanders back-floating around at the beach. I want more to do though, definitely more to do.