Reinforces my idea that game design is 80% psychology.
Couldn't agree more. To add to it, internet group think is a mysterious psychology of its own.
Here is another outlook on this whole mechanic, what if the article was written as:
"While we were trying to come up with a dodge mechanic for the rogue and fighting style for fighters, we stumbled upon what we wish to use for psionic characters. Instead of what previous versions did, where psionic power points had to be tracked over the course of a day or an encounter, we have simplified it so at the start of your turn, you gain one power point (2 power points at level 5 and so on). For instance a psychic warrior (or Jedi) would be able to use these power points to enhance his attacks or his defenses. During his turn, he could expend a power point to empower his attack and deal extra damage. Or he could save his power point to use during an enemy's turn, to reduce the damage he takes with a psychic shield, or attack him with a retaliatory backlash."
I could rewrite the above, and replace power points with arcane focus, and psychic warrior with swordmage.
So... What really is the difference between a Fighter, a Swordmage, and a Jedi? Fighter uses his martial training, swordmage uses arcane power, Jedi uses the Force? Sure, okay. But are these mechanics more appropriate for one over another? I'm sure it depends on who you ask. The dice pool is simply an arbitrary game mechanic that could be flavored as force points, arcane focus, primal fury, martial cunning, or whatever else you want to flavor it as.
It's a good mechanic, I like it, I hope they use it, but it doesn't scream "Fighter" to me. I just see it as a generic mechanic that could enhance game play for any character.