Wizards have been seriously neutered. With this 'daily powers', 'encounter powers', 'powers at will' system, one of the major advantages of the wizard - versatility - has been seriously curtailed. No longer can a wizard have a spellbook containing hundreds of useful spells and swap-and-change them for specific tasks - a sort of weapons package if you like. That was the great advantage of wizards over sorcerers in 3.5 - you chose either versatility or firepower.
For me, this is a feature. Wizards have been brought in line with the rest of the classes, and there's a lot less opportunity for the wizard to outclass
everyone at the mid- to higher levels. And wizards are still more versatile than any of the other classes in terms of Daily and Utility choices.
Paths make no sense and are very constricting. They essentially force characters to conform to an archtype. I have always denied that classes do this, but paths sure do. There are other types of wizards besides war wizards and control wizards. Some wizards should be able to be just...wizards.
Are you referring to the builds at the beginning of the class sections? That's simple advice, much the same way 3rd edition offered sample characters for each class. You are free to use it or ignore it.
The classes don't cover what they ought to. I don't really miss the monk, but bards are sorely mourned. Warlords just don't fill the same role - in fact, I don't really see what the warlord brings to the game that a fighter couldn't.
Did anyone in your group play a Warlord? Did you read the Warlord chapter closely. If you think that Fighters can do what Warlords can, I suggest going back and taking a closer look. They are quite different.
Similarly, some of the races were poorly chosen. While I miss gnomes, my major gripes are the inclusion of the eladrins and the dragonborn. Eladrin are basically super-elves, and dragonborn just seem a tad too exotic to be a real player race.
This is more of a taste thing. I've never liked gnomes, nor have I ever seen one played, but I didn't knock older editions for having them.
Monsters seem way overpowered. At 1st level, we were fighting kobolds with 36 hit points. That's WAY too high, especially since we aren't really doing any more damage than we would under the old rules.
Again, this is a feature. 1st level monsters are not meant to be splattered in one hit, but are actually meant to be a challenge. Also, because the time it takes for a player to take his turn has been reduced, fights overall have been lengthened by increasing monster and PC hp. This is simply a different design feature. If you don't like it, you don't like it, but I don't get what's so wrong with having interesting and challenging experiences starting at level 1.
The whole thing plays like a video game. It seems like it's been designed to feel that way as well, to the point that while we were playing we kept asking our DM if we could 'save game' and at one point I cracked the group up when a player asked "how do I use this skill" and I answered "hold down B and press up." If I want to go play a video game, I'll go play one.
Can you highlight which aspects you thought "played like a video game"? I ask because the MMO comparisons are thrown about very readily by detractors. I played DAoC, Guild Wars, and WoW for years, and aside from the Points of Light setting and the new cosmology, I just don't see it.
There isn't enough to distinguish one character from another. Everybody's basically the same. There's not enough options to customise and vary your character.
I partially agree with this. I really would've liked to see more feats, and Magic Items relegated back to the DMG. In terms of the classes, I think we have
tons of options, far more than individual classes in previous editions, with the exception of the wizard, who was not what I consider to be a model of quality class design. For a core book, there are a lot of choices; the designers had to strike a balance between lots of options and the important rules of the game. I think they did a pretty good job.
Sounds like you have a pretty specific idea of the kind of game you'd like to play. I'm sorry you didn't enjoy the game so much, but it seems more of a preferential thing than anything else. 4th edition has lots of options and strong rules. Those that I have played with have been impressed by the ease of character building, the dynamic combats, and the less rules-oriented take on roleplaying. It's been a good experience for me so far. Perhaps you will feel the same eventually, but if you don't that's ok too.