I'll stick with Hairfoot. I think your "mostly" claim is not at all accurate.
And to offer a mirror observation, when I offered concern after concern before 4E was released I was constantly blown off as simply making assumptions without seeing the whole game in context. In the last few months before release that became the mantra for any critical comment. It didn't actually address the complaint, it just stood in for "you are wrong, but I can't explain how".
Think back. What were your complaints? How did you describe them? Would you say it gives someone a way to answer to them and recognize them as true or wrong, or true or wrong under a certain perspective/play style/star formation?
In other words, did you say things like:
- The game is dumbed down
- It is videogamey
- It is broken
- It is not D&D
or did you say things like:
- I don't like (daily) powers for non-magical characters.
- I don't like wizards and fighters staying balanced forever.
- I don't like the removal of skill points and find the concept of trained vs untrained to binary.
- I don't like that roles are proscribed for a class instead of something naturally emerging from play or choices from character creation.
- I don't like that they do not use one of the traditional D&D settings with the Great Wheel.
These are opinions. There are ways to talk about them. Some of them can't be answered without having the actual game, of course, though one can try to hint at possibilities how it might work that would actually be fine with you. Whether that's how the game works or whether it actually is acceptable for you is another matter.
I remember that we (not you and me, "we" EN Worlders) had a lot of discussion about the entire encounter power/balance paradigm 4E highlighted. It was interesting and enlightening in many ways, but I still wonder how much we got "wrong" due to our lack of knowledge of the actual system.
For example, did we estimate the "power level" of daily powers in that context corretly? I definitely was still thinking of a daily power something like 3E Fireball, dealing 5d6 to 10d6 points of damage vs a weapon attack dealing 2d6+5 damage. But daily powers actually turned to be up a lot less "decisive" in the pure damage department.
Also, I don't think the concept of the "miniatures" game aspect of the combat system was really understood then - all those pushes, pulls, slides create a very different dynamic dynamic. The concept of "spamming powers" for example is not really a problem, because you are not just trying to deal xWy+z damage, but you often want to change the battlefield or enable yourself or others certain options and negate others. Sure, you use the same power as last round, but this time you might have a different goal with it then the last time.
Neither did we really understand - and maybe we don't even understand it now - how much more important dynamic and exciting combat encounters are than "winning" a combat encounter, e.g. whether people really chose to play in a 15 minute adventure day style because they wanted the most "oomph" the most decisive victory and to play it safe, or because they did it because it lead to more interesting things happening, with everyone slinging spells as if their was no tomorrow...
Or did we really understand what it meant that there we no longer any long-term buffs? Do we now?