ExploderWizard
Hero
I disagree. I think the player contributes more in the modern style. What I think you're getting at though is that combat is more systematized. This is a Good Thing (TM). In the old days the only way to learn what your combat options were was asking the DM what he'd allow (or reading his 78 page house rules doc) - and no telling if he'd given any thought as to whether his charge mechanic was balanced or not, or whether he'd allow you to swing from chandeliers. Now the PHB provides that information, which makes it more accessible to the new player and better play-tested for all players.
I don't agree that more systematized always equals a good thing. I don't think cool maneuvers and stunts need to be defined exactly in terms of success chance and effect to make using them cool. Those constraints make combat feel more like a board game and the stunts/maneuvers feel like menu options. As a player it can be fun to just try stuff on the fly without knowing beforehand how likely success will be or what the effects of success or failure are. The whole thing goes hand in hand with combat predictability.
So at the tactical level the player either contributes more or about the same. It was only at the meta-game "What will my DM permit?" level where the old-school player needed to contribute more. Both BECMI and 4E allow players to power attack, swing from chandeliers and try to convince the Orcs to throw down their weapons - and in both editions it's up to the player to decide which tactic to use.
I will admit that more freestyle, seat of your pants combat requires a skilled DM with good judging skills than a more menu-option formula driven type combat does. In the maneuver examples you gave above which system do you think is more likely to produce a choice based on metagame knowledge of what choice is most optimal per the rules?