I'm not really a fan, and some of the answers you've already gotten are the reasons why... but there are a few parts of the system I really admire.
POWERS: Every character has class actions they can do all day, every day, and big class actions they have to marshal and only deploy when the time is right. (E is cool too, but it's bonus cool.) Goes a very long way to make it feel like all the players are playing the same game.
HEALING SURGES: Your adventuring party doesn't need a healer, but playing a healer is important and satisfying.
COMPETENCE: Shorter, broader skill list plus half-level bonus to untrained skills makes PCs feel like experienced adventurers.
POWER SOURCES: A more elegant way of linking the supernatural elements of certain classes together. Finally splitting the power source of the Cleric and Druid. Psionic and Shadow.
PSIONICS: Best implementation in D&D ever.
RACE DESIGN: Unique racial powers that actually matter after 6th level, racial feats that allow nonhuman PCs to differentiate themselves even further, flexible ASIs? If "race" and "class" are going to be separate concepts in D&D, this is the gold standard for making them equally significant.
I could probably come up with several more if I were having a better night. For all my gripes, Fourth Edition really is a slick piece of craft.
POWERS: Every character has class actions they can do all day, every day, and big class actions they have to marshal and only deploy when the time is right. (E is cool too, but it's bonus cool.) Goes a very long way to make it feel like all the players are playing the same game.
HEALING SURGES: Your adventuring party doesn't need a healer, but playing a healer is important and satisfying.
COMPETENCE: Shorter, broader skill list plus half-level bonus to untrained skills makes PCs feel like experienced adventurers.
POWER SOURCES: A more elegant way of linking the supernatural elements of certain classes together. Finally splitting the power source of the Cleric and Druid. Psionic and Shadow.
PSIONICS: Best implementation in D&D ever.
RACE DESIGN: Unique racial powers that actually matter after 6th level, racial feats that allow nonhuman PCs to differentiate themselves even further, flexible ASIs? If "race" and "class" are going to be separate concepts in D&D, this is the gold standard for making them equally significant.
I could probably come up with several more if I were having a better night. For all my gripes, Fourth Edition really is a slick piece of craft.