Isn't the idea with full stack devs that you might have an organisation that isn't large enough to have fully specialised staff? Or that some part of the code needs some special skill eg SQL but not enough for a full time specialist?
Also it's useful to have utility players who can fill in gaps in any position.
> Also it's useful to have utility players who can fill in gaps in any position
You end up in the "width vs depth" debate if you go along these lines. It is debatable whether it is better to know 60% of all worlds or >95% of one world. (Assumption: It is extremely rare finding people who know >95% of all worlds).
However, I agree with your point that full-stack is the way to go if you are limited on resources (small orgs).
Also it's useful to have utility players who can fill in gaps in any position.