*disapproving harrumph* You can say that again.
The DMs kit isn't redundant because of the rules compendium, it's redundant because of the two previous and arguably far superior DMGs released earlier.
It's more precise to say that the Rules Compendium is redundant, and that it repeats information printed elsewhere.
I'd love to know where you are finding your minis. Just the PC minis alone for my group cost more than $20.DM screen rocks. Tokens are nice, but all you really need are 1-2 sheets total: you can equip the whole party with miniatures and enemies for less than $40 at a hobby store.
Legitimate point. However, the Rules Compendium is so darn convenient to reference from. I prefer it. "All in one place."
As for the adventures- I'd rather actually buy adventures. I wasn't aiming to buy a 2 part adventure- I wanted a DM's guide. I'm intrigued enough to read them more in depth now, but that's not the point of the kit.
DM screen rocks. Tokens are nice, but all you really need are 1-2 sheets total: you can equip the whole party with miniatures and enemies for less than $40 at a hobby store. I'd prefer to just spend 5-10 on a DM screen- or to have the info suggested in the DMG so I could make my own according to their advice.
The traps are nice, but there's sure not many of them. It's more of a teaser book for traps. Why not just replace the book with a DM's resource book: magic items, traps, creature creation rules- stuff not found elsewhere, and in significant supply?
Like I said, redundant. I'm sad.
Shocking number of replies thusfar.

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