I said "flashy superpowers" for a reason. I was not derogatorily describing the 4e power framework; I was describing some powers as not mundane.You chose those examples to illustrate your point that these acts were carried out without the need for "superpowers" which is how you choose to derogatorily describe the 4e power framework. I coutnered by showing how the examples YOU CHOSE could play out in 4e.
I think we have to agree to disagree, at least on some level.Yes, there are a couple of powers that, when looked at in a certain way, could be seen as a bit beyond the pale as martial powers. But there are only a few of them, and you really do have to cock your head sideways and stick out your tongue to see them that way. Come and Get It only seems like a superpower if you insist on looking at it as some magical compulsion that force pulls opponents into orbit around the fighter. That, to me, is cocking your head sideways and sticking out your tongue. Especially when a dozen posters describe two dozen other ways to conceive of that effect. It's not a stretch, its not scrambling for some kind of justification, it's simply the narrative.
I don't think anyone has put forward those powers as magical-force-pulls; they just can't come up with an explanation for why a certain individual can consistently get opponents to act as if they were subject to a magical-force-pull, regardless of who or what those opponents might be.
The DM is not playing a character; the players are. It's OK to like the meta-game aspect, but it is definitely a meta-game aspect, where the players are making decisions out-of-character.What you are calling metagame is nothing more than a shift in the narrative. It's no more metagame for the player to describe the effect than it is for the DM.