ExploderWizard
Hero
My problem is this: nothing stated here were things wizards cannot do.
On the other hand, fighters cannot do any of the things wizards can.
This brings up an interesting point. What measure do we use to define what a wizard is? In a good deal of fiction a wizard is a person of power in command of forces that ordinary men can barely understand much less control.
The question for the gamer becomes, do I want to include wizards as playable characters in my campaign?
The sharp contrast between those who can manipulate magical forces and those who cannot has been a cornerstone of D&D for a long time. That a fighter cannot do what a wizard can is a feature rather than a bug else why have the two separated?
I think a number of people here are missing the forest for the trees.
Cirno's argument is players of casters, and especially Wizards, hold a degree of control over the story by way of magic that players of non-casters can never match.
To use a "story" example; consider a murder mystery. With magic, the player of a caster simply uses some form of divination to figure out the answer. Hell, a divine caster can even just raise the victim from the dead! That's a degree of narrative control that the player of a non-caster just doesn't have, and never will, save for DM fiat. That is Cirno's point.
Yes, there are ways to equalize the playing field, most of which generally end up (IMO) unsatisfying. Anti-magic is the big one, but more often than not anti-magic feels like a narrative cheat. That's because it is; it's basically a way of railroading by removing narrative tools. Why shouldn't players be able to use the tools they've been given?
Cirno stated that 4E was an example of a system that actually had a solution for that problem. That solution, of course, is that all those spells that were narrative tools were separated from class (and even archetype). Everyone has (almost) equal access to rituals. If the player of a Fighter wanted to cast rituals, there's nothing stopping that player. Is that an edition war thing? No. It's simply a method by which a perceived problem was solved.
I would say that one problem was solved and others were created. Equalizing everything across the board means that the concept of "the wizard" is removed from the game. Depending upon the wishes of the players this may or may not be a desirable outcome. The feel of play shifts from one of fantasy adventurers to a supers or special ops team.
The wizard is now just the one who happens to have a pointy hat.
If strict equality and narrative control powers were actually required for players to enjoy a campaign then no one could ever have fun playing the DC heroes. Superman in the same party as Batman? How could that ever result in a good time?

Yes and no. Presuming that the DM is playing by the rules, the caster classes really can control the narrative to a degree that non-caster classes can't. Even something as simple as stat-buffs can have a very large impact. You can go from being a social leper to the life of the party with a spell or two in any edition.
The fighter is stuck being whatever he started out as at 1st level.
Why can't the fighter grow in power and influence as levels are gained? A fighter can attract a small army and use it to effect the campaign world. A Lord with a keep and a force of men can exert considerable social influence which is something that the 1st level fighter does not do.
The power of a wizard comes in more flashy convenient parcels in the form of spells. It is easy to let the flash blind you to what a powerful fighter can do.