It totally depends on your preferences.
First, 4e is pretty balanced. To the fact that people may call it over-balanced.
Second, everyone has powers and the classes' mechanical skeletons work basically the same. Each class has its mechanical schtick which correlates to this class' preferred role(s). Everything else is streamlined as well.
Third, there are class roles: Defender/Tank, Striker/DD, Leader/buffer/enabler, Controller/AE/CC
Fourth, combat is very strategic and tends to be long. Participants have huge HP pools and there are a lot of conditions to be tracked.
Fifth, no skill points. You are either trained or untrained. (I found the skill system to be one of the major downfalls of 4e as you cannot really do much to influence these numbers and I'm a skill girl)
Sixth, magic items. You need to read through lots of them. They are pivotal to your character's power.
Seventh, you can live without a dedicated healer as everyone can heal themselves a bit via second wind. Leaders are awesome though and they can provide a boost to healing.
Eigth, powers. Expect to read through a lot of them. Everyone gets them and gets to switch them regularly. They are mostly only combat-relevant though. AEDU system.
All in all I liked 4e for its idea of strategic combat and the fact that martials had a chance to shine, too. The roles system was great. Rituals are nifty, too. But there's a lack of utility (magical and non-magical), too much reliance on magic items that do too little in terms of fluff (feats suffer the same) and too little complexity outside of combat situations. At least compared to the really sweet combat system.