Eladrin are hard to pin down, until they use their fey step. Elves are better overall I think, since they start with +1 move and can shift through difficult terrain. The dwarf is still better than the non-elf, non-eladrin options, as far as maneuverability goes. Everyone (except elves) is speed 5 in heavy armor, and the feat to remove the speed penalty for scale armor is paragon tier and requires a decent investment in Dex. And some fighters may go for plate armor, anyway. On top of that, the dwarf has resistance to forced movement effects.Ipissimus said:As a note on the OP's comment about why anyone would take anything other than a Dwarven defender (though I don't have a copy of the rules, just going by what I've seen so far from the pregens) I do have an answer: Speed.
Yes, the Dwarven defender rocks at his job. No question. But he has one weakness for the DM to exploit, he can be pulled out of position to expose his squishier teammates (most of which he is relying upon for damage output) to the opposition's striker types. Once the rest of the party are dead, disabled or neutralized, the entirety of the opposition forces can concentrate on bringing him down.
A speed-build defender (an Eladrin, for example) will be able to get where s/he is needed on the battlefield in order to control the flow of combat and save everyone else from horrible molestation while still remaining tough enough to do their core job.
Anyway, between feats and the fighter class itself, getting into melee with ground-based foes shouldn't be a problem. Ironboot has speed 7 when charging, 9 when running, can move 3 as a minor action 1/encounter (Enter the Fray), and can briefly fly 1/day (winged boots). Not to mention the powers that let you attack & shift, especially Weaponsoul Dance, which lets you shift up to 15 squares as long as you keep attacking different targets.
Now that I see that the racial weapon feats and Weapon Focus don't stack, it's not as bad as I initially imagined, but damn do dwarves make good fighters. And halflings look to be *exceptional* rogues. There's just a lot of synergy between racial abilities, racial feats, ability score bonuses, and the needs of the class. Right now, I have a hard time imagining using any "unusual" race for a particular class in 4e, which I suppose is sort of the down-side to making the decision of race having more impact on the game mechanics.