Mustrum_Ridcully
Legend
I think pun-pun even required 3PP material, but I am not sure. Definitely required a sizable and possibly odd combination of supplements at work.Not to get off track but your need a while longer for that. If I recall pun pun could not be done without more then just the 3 core books.
Maybe I am recalling wrong but it's the splats that brought many of the worse offenders into being. Well that and GM's who didn't know how to say no it seems
I wouldn't really care about pun-puns. Who would ever play that in a real game?
What you might need to look out for are:
CoDzillas equivalents. Classes that fill multiple roles equally well without sacrificing in any area. Or classes that fill one role better than all other classes and are no worse off then classes in their role outside their area of expertise.
Orb spell equivalents: Powers that are better than most others of their type by overcoming typical limitations for powers of their type. Orb of Force - no spell resistance, deals damage no one is resistant too, comparable damage to similar level powers.
Cherrypicking: Combining only the best abilities of different sources. In 3.x, you could multiclass with Ranger to get Two-Weapon Fighting for free, or multiclass to barbarian to get Fast Movement and Rage - just add Extra Rage! Or you multiclass to Fighter for the extra feat and armor proficiencies. Or pick your first level in Rogue for extra skills or only the first 2 levels in a Prestige Class to get its best abilities.
4E has closed the obvious ways, but there might be some hidden in multi-classing, paragon paths, epic destinies, hybrid classes, spellscars, dragonmarks and so on.
Scry-Buff-Teleport: Standard tactics (possibly requiring more than one character) to devastate even the toughest opponents. An extreme like Scry-Buff-Teleport might no longer be possible due to various changes in 4E, but there could still be the "ideal" combination of powers used. I think the various stun-lock scenarios against Solos are already good examples for this. The real trick is finding a scenario that doesn't break down due to a bad attack roll at the beginning. (But I would not be surprised if some scenarios already exist.)