It's difficult because you can't really compensate for the skill that you acquired over the course of developing the game. Even if you stop playtesting and return a while later, you'll still be back up to speed rapidly. I'm not aware of too many methods to assess the difficulty of a game in a consistent manner.
I guess one way of doing so is to use a neural network to play through your game and determine how long it takes to converge (as a proxy for difficulty). But that also means you'll have to create a good enough neural network for the task, so it's a tossup - if you create an underpowered network then you might be misled into thinking the game is harder than it is.
Ultimately, proper game balance really happens with lots of people playing through it, and statistic being used to determine what to tweak by how much. At least it isn't multiplayer, or else that would be a whole other can of worms (that not even established companies have fully figured out yet)