Wizards get spells and cantrips. Cleric's get domains and channel divinities. Rogues get skill tricks and sneak attack dice.
Fighters have their own special toy now.
Agreed, but the sweetness of CS does raise another conundrum: the other martial classes will need to scramble to keep up.
Since the article makes pretty clear that the number and size of dice both increase in a linear fashion (so something like 1d4, 1d6, 2d6, 2d8, 3d8...) and given that a level 5 fighter gets 2d6 CS dice, it seems logical to think you'll have 3d8 by level 10 and somewhere north of 5d12 by level 20.
But to avoid any extra guessing, let's just use the 2d6 at level 5 mentioned in the first L&L article. This means that a level 5 archery-fighter can do 3d6 damage every round, without even a magic weapon. And if he's unexpectedly surrounded, he can switch his dice to defense, giving him a DR of 2-12. All the sudden, every fighter can do impressive damage with any weapon you put in his hand.
These numbers sound pretty cool to me, but they raise the standard for other classes. The rogue might hang in there damage-wise with sneak attack (especially at +1d6 per level), but compared to the fighter's numerous CS options, will the hide-sneak attack-hide pattern start to feel dull? To draw from Mengu's original question, where are the rogue's cool tricks?
And, more centrally, how are monks, paladins, rangers, and barbarians going to stay in the same vicinity as the fighter as martial warriors? Barbarians and paladins at least have rage and smite/spells, which could be strengthened and expanded to enhance those classes' combat schticks, but the ranger honestly might need something big.
And for that matter, wizard/cleric cantrips better scale significantly, or they'll be a comparative joke even by mid-levels.