I see your point stylistically, but we're actually on the same page -- I DO want a fightin' guy that hits hard, is hard to hit, and take a punch. But I don't see why stylistic differences in fighting should be the bases for different classes.
I think what I'm probably burned a little by is the weird BAB choice in d20M. So I want to make a vicious gunslinger, who's therefore FAST, but he therefore doesn't get the same BAB as a Melee guy? Assuming all fighting guys are equally as efficient at some base level and then can be customized -- or are then customized by your classes -- to fighting style (melee/rangd/tank) then I dig it. otherwise, I kind of agree that you're shackling your very good design onto some of the mistakes of the previous designers.
The True20 notes is indicative of something MOST people seem to miss in True20 -- paths. I always approach True20 not as "I am limited to two roles", but rather "I have an infinite number of easily tuneable fighter classes, without forcing anyone into 'multiclassing'." I think the toolkit aspect of True20 hides the actual structure paths bring -- when one looks at any of the setting books, on the other hand, including BLUE ROSE, one sees those "classes" coalesce nicely. What True20 could use are some more "path" books. I'm actually working on a pdf idea now, between writing gigs, for "pulp" paths.