If you'd care to discuss how a system that is balanced, consistent and functional at all levels isn't better on a technical level than one that's inconsistent, balanced only at mid single-digit levels, and functional only with careful interpretation, let alone one that's inconsistent, never quite balanced, and functional only with substantial rule changes, I'll listen.
We don't even have to get into edition warring, we could keep on a theoretical/hypothetical level...
First, I'd say it depends upon what kind of game you want to run. If, for example, you intend to run a game simulating an author's novel in which there were characters of vast disparity of power, 4Ed's design would do a spectacularly bad job of emulating that setting. I have often said that I wished Palladium would get bought up by another company and revised with different rules, but I wouldn't wish a 4Ed style system on that setting. Mechanically, it simply wouldn't fit.
And there are a LOT of worlds in fantasy literature in which balance simply isn't on the menu. For those in which balance IS present, I can easily tone down an unbalanced system. It is much harder- for me, at least- to supercharge certain aspects of a balanced system and still make it fun for everyone.
Second, having played 4Ed and enjoying & respecting it on a certain level, I have to say it reminds me of lessons learned when I tried my own hand at game design, namely, sometimes too much balance is bad. It can lead to stagnation and stalemates in gameplay. And one of the consistent complaints levied at 4Ed is its combats can be a boring grind. As I've played the game over the past few years I've seen it happen in person. There is something in 4Ed's strict adherence to balance that has made combat less fun for many players.
Part of it (and only part of it- I don't have all the remedies) is that one roll per attack sequence that predominates in 4Ed. This happens in other games, too, but 4Ed's version just seems to drag for some reason. I have often posted about a battle against some harpies that took For. Freakin'. Ever. Because we couldnt roll for crap. And it was a low-level encounter, so we were only rolling once per turn. But despite the combat's length,
it was a fun battle.**
I have yet to have a combat in 4Ed that was both long AND fun.
Simply put, combat lacks sparkle.*
And it didn't have to be like this. There are other ways to balance games that are out there. HERO is my game of choice, for instance. Despite combats that can be as long as or longer than 4Ed combats, I've
never felt a HERO combat was "grindy." I can say thë same of GURPS, and I don't particularly care for that game at all. There are definitely things about that game I hate, but boring, drawn-out combat wasn't one of them.
A caveat on that, too: while I have used HERO to run all kinds of genres of games, inluding simulating a cross-edition "D&D" fantasy game, i'd be the first to admit that no toolbox RPG- HERO included- will neccesarily better at running a camapaign for a given setting than a RPG designed from the ground up to run a game in that setting.
* no, adding the vampries from
Twilight or certain unicorns wouldn't help.
** see post#2 here:
http://www.enworld.org/forum/d-d-legacy-discussion/302413-harpies-what-french-toast.html