Counterpoint: The overwhelming majority of curses are either crippling or a complete nonissue. Something like mummy rot will quickly kill a character, and curses that impose penalties on stats or rolls either affect something they use, making the character almost useless, or doesn’t, so doesn’t matter. If you don’t want the party remove cursing a specific curse, just make it more powerful than them.
Counterspelling is bad for a similar reason curses are bad, not remove curse - the overwhelming majority of counterspelling mechanics make it either too easy to too hard. Too hard and it’s just not worth trying, and too easy makes combat a matter of who has more casters.“I cast remove curse.” The DM dumps 6 pages of story on the floor and looks sad.
Edit: wait, this is instantaneous?
So like in a fight the BBEG sword is nasty, likely cursed. Cast Remove Curse on the sword. It removes the attunement to the sword. BBEG has a not-so-good weapon now, and likely loses some cool mechanics. Is that right?The bbeg snaps out of it, it was an evil sword all along, the bbeg helps the party kill the confused minions.
The bbeg befriends the party. They go out to the bar after freeing the prince. The prince never stops looking side-eye at the bbeg, but the bbegs has won over the party. The bbeg was under the sword’s control the whole time. Bbeg tells all the plans the sword’s had made. The barons that were bought off, and the ones blackmailed.
The party goes to the bought off Baron first. Bbeg goes Anikan and gives the Baron the doku treatment before there’s any questioning. Bbeg says Baron knew sword was in control, went along with it, tortured bbeg.
Drama ensues.



