That so many powers are just variations on the same routine is what makes their alleged "coolness" obscure to me. As well, most of the design is to the end of reducing the significance of choices. It comes so close to ensuring that it really does not matter what players do while "along for the ride" that I suspect that would be the designers' ideal -- if only they could figure out how to foist that off as "offering more options".
I'm a little confused. Can you give an example of a particular choice that was more significant in previous editions than it was in 3e or 4e?