Two points: One, I don't care about awesome, I only care about interesting and versatile.
Awesome can be a function of interesting and versatility, but thats nitpicking so lets move on.
It really is not about the Wizard being or not being able to do any one thing. It's about the Wizard being able to do things other than damage.
See this is where your argument always falls apart for me. The Wizard can still do many other things than just damage. In fact I would say that he is supposed to do other things than just pure damage.
It seems like if a spell does some damage then you completely dismiss it as just a "damage" spell. While I look at the spell and see the other cool effects it may do in addition to the damage. For many powers the damage is a secondary effect in my mind. "Summon a big wall of fire... oh and do some damage if things get close to it."
It's that Wizards have a small handful of spells which they actually use and it makes them repetitive.
How many spells did you normally have a level 1 in 3.x? At level 5? (I use those levels since they are ones you have used as a comparison before.)
Repetitive appears to be fun for some people. It's not fun for others.
Maybe its just me, but I haven't seen 4e being any more repetitive than 3.x was.
For some people, the fun of playing spell casters in 1E through 3.5 was the fact that the player could focus on a large variety of options. He couldn't cast them all in the same day, but he could mix it up. Now, he can't.
Yes, the wizard can no longer learn an unlimited number of spells now. I agree with you there. But he does learn more than any other class, and can take a feat to learn even more. I personally wouldn't have a problem with a house rule allowing Wizards to be able to have all of the Wizards spells in their spellbook, and just being able to memorize the normal amount per day.
However, one of the main design goals for 4e is to streamline play. Making rounds go faster and making it so that all of the players were equally involved. At higher levels of 3.x a round could be:
Fighter: Umm, I attack the guy in front of me. *rolls dice* (30 seconds elapsed)
Rogue: I sneak up on that guy. *rolls dice* Now I stab him! *rolls dice* (60 seconds elapsed)
Monk: I run up to that guy and Flurry of Blows for 80 attacks! *rolls many dice* (120 seconds elapsed)
Cleric: I heal the fighter... again. *rolls dice* (30 seconds elapsed)
Wizard: Well, I could use this spell... no, wait I could use this spell... no this one is really only good against things that are flying... ok, how about this... (eventually the wizard decides on a spell, 5 mins elapsed)
DM: Fighter its your turn.
Fighter: Zzzzz
DM: *throws something at Fighter*
(Full disclosure, monks are my favorite class which is why he makes an appearance here. In 4e, his place would be taken by a Ranger using the the new quarterstaff feat from the Gladiator article from this months Dragon.)
The player could prep for the unexpected by spending money to make scrolls. He had options.
And I say that he still has options, but yes they have been reduced. Part of that is that we are early into the release of 4e. More Spells will come out for a Wizard. In fact, have you looked at the dragon article a few months back that had new Wizard spells?
That aspect of the game has been neutered and homogenized. When all you have is hammers on your toolbelt, every problem is a nail.
Yup.
By the way, I had a blast playing my Wizard for the first few months. It's just that for myself and other players at my table, the same 'ol same 'ol starting getting old. I can definitely appreciate that people are having a lot of fun playing their wizards.
I have to wonder if it was the encounters that you were facing that forced each of them of them to be solved in the same way. If each encounter is "hit this nail", then all powers look like hammers?