Core has more meanings than the way you're using it here. It doesn't mean "You must use all this stuff." It does mean, "This stuff is generic enough to be used in all campaigns."- It's hard to limit your selections (or ban items) when "everything is core."
I think you're dramatically underestimating the time each supplement is taking to write. As an example, the Artificer Playtest was in one of the very first 4e Dragons. The Eberron Player's Guide just got released today. From all appearances, each book is being developed and written for at least 6 months - probably shorter for adventures, but longer for major releases.- 3.5, for its flaws, was a very different animal (and production model) than 4.0. For one, the core books were published - and revised - a while before the supplement machine really got rolling. And supplements weren't produced every month at a breakneck pace (until toward end - and that's when things started to really fall apart in the same way).
Would you care to explain that? I don't understand the distinction you're making here.Yes, it had flaws, and yes, they were exploitable, but most of those flaws seemed to come more from a difficulty in expressing rules in language, whereas 4.0 flaws seem to be more mechanically based. Is this a byproduct of an improved language system, or were the 3.5 flaws also mechanically based but just disguised by the language? Those are fair questions, but it doesn't seem like that to me.
It's only hard to ban items when you game with unreasonable people. Reasonable people recognize when something is causing a problem, and work to fix it.It's hard to limit your selections (or ban items) when "everything is core."
You don't have to vet the entire rules system. You just need to game with people who understand that everyone playing shares in the burden of keeping the game running smoothly. People like that can simply tackle problems as they come up.But even without those issues there comes a time when enough is enough and I'm tired of being the one who has to go through everything and figure out what's broken so I know what to look out for.
Quite frankly, if it ever became a problem in my game, I would just institute one simple house rule: no repeats.
If one character has a magic item, nobody else can buy, find or make another one of the same type.
I agree 100%. Gaming requires a social contract of sorts, and agreeing to cooperatively fix problems is one of the foundations of it.You don't have to vet the entire rules system. You just need to game with people who understand that everyone playing shares in the burden of keeping the game running smoothly. People like that can simply tackle problems as they come up.
There are a small handful of items in the game that are flat out broken and are best removed, and Bloodclaw weapons are one of them. The three weapons that most guilty are Bloodclaw, Reckless and Radiant. Bloodclaw are the worst, and the only one I've banned. Reckless I've changed the level to 5/10/15+, and Radiant I've left be. Radiant is bad, but tolerably so. If I can stand 4 out of every 5 Staffs being Staves or Ruin(and I can), I can stand Radiant weapons.
Bloodclaw is the only item from heroic levels I've outright banned. I'd ban the Ritualist Ring(though houseruling it to exclude item creation is probably enough) and ban Opal Ring of Rememberance and the really bad Solitare, but that would be as far as it goes.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.