Quickleaf
Legend
Robin Laws? Wow, I'm even more excited about the DMG2 than I was before. 
* There's little flavor text for monsters, prestige classes (paragon paths), etc. This makes it harder to find inspiration when creating a character or depicting a monster.
* The game doesn't facilitate playing without miniatures (it's hard to do with all the forced movement powers). Perhaps a small section in DMG2 could address running short combats without breaking out miniatures?
* Feats are almost exclusively combat-focused - for example, there are no social feats. When I wrote Caliphate Nights this was one of the trends I was trying to break, by deliberately making the most powerful feats non-combat based, so players would be taking feats like True Faith and Virtuous to play to the genre.
* Published adventures focus on tactical wargaming aspects, not role-playing. Even if we don't use published adventures, it reveals a mindset of the design team. I always thought it was funny that physical spaces were the only ones that got mapped in D&D. It would be interesting to find in Dungeon an adventure map of relationships, events, and reactions.

Several folks in my group (the more story-oriented folks) also have this perception. We're just switching to 4e now, but they raise some really good points. Here are their perceptions:Among the people in my gaming group, we do perceive this edition to be a very good miniatures game and a fairly average RPG.
* There's little flavor text for monsters, prestige classes (paragon paths), etc. This makes it harder to find inspiration when creating a character or depicting a monster.
* The game doesn't facilitate playing without miniatures (it's hard to do with all the forced movement powers). Perhaps a small section in DMG2 could address running short combats without breaking out miniatures?
* Feats are almost exclusively combat-focused - for example, there are no social feats. When I wrote Caliphate Nights this was one of the trends I was trying to break, by deliberately making the most powerful feats non-combat based, so players would be taking feats like True Faith and Virtuous to play to the genre.
* Published adventures focus on tactical wargaming aspects, not role-playing. Even if we don't use published adventures, it reveals a mindset of the design team. I always thought it was funny that physical spaces were the only ones that got mapped in D&D. It would be interesting to find in Dungeon an adventure map of relationships, events, and reactions.