I see what Felon is saying.
Overall, 4e combat struggles the most with the narrative flow that is important for a good combat because it is too homogeneous.
Nothing swings. Nothing is niche. Nothing is unpredictable. Everything proceeds according to an exact formula that is not messed with.
There is no demonstrable hook that suddenly builds the action. There is no true climax where everything reaches a changing point. Combat is a flat line, not a heartbeat.
This is ultimately a problem of pacing.
Potential patches don't get at the core of the problem, but they might help alleviate it for specific players.
Things like instituting a delay on encounter powers (you can't use encounter powers until you are bloodied, for instance) might help a bit, but it's a patch.
Truly, the best kind of combat system would realize the importance of pacing to begin with....I hope FFZ does that.