I understand this: but like I say, it's a shift in design policy, and it's something that affects a game already in motion. Characters who were pretty good a year ago are less so now, and nothing has changed but WotC shifting core design to account for people who don't play like we do. This is fine for people who were already playing that way. It's not very cool for us. But like I say, we have a solution. And it penalizes nobody: there's nobody at the table who's going to feel threatened because now other people are able to succeed about 50% of the time at hard challenges without sinking sparse resources into the privilege.

My problem with feats is the same as my problem with utility powers: you have ones designed for combat and ones designed against combat sitting side by side.
It makes for bad choices. Not difficult choices, because when I have to choose between a utility power that gives m my primary stat modifier as a bonus to all my defenses and a utility that let's me summon a bed once a day, that's a really easy choice! But it's a bad choice, because you're setting up a combat/non-combat pair off. Linguist gets snubbed because it has to compare with Expertise.
I think ideally feats should be kept focused on combat with a second system - I typically go with Talents - serving as the non-combat addons. Likewise, Utility powers could become Feat Powers and you would also occasionally gain Talent Powers.
The skill challenge system is nothing of the sort. It's an exercise in rolling the dice where if the players pick trained skills (or Aid Another), they are pretty much a shoe in to win every skill challenge.
Also, the change in the skill challenge levels happened about week 4 after 4E came out. It's hardly a new thing.
Well, the "system" behind skill challenges is what has been presented. It's nice that they've tried to update that system, and provide advice on how to run them, but to me that advice seems to tend to boil down to "ignore the system we presented, it's actually kind of poop".I think people are getting too stuck on the system of SCs. I'm not sure why people see them as rigid. Its like people are ignoring any other way than is presented- on purpose to boot!
The skill challenge mechanics are a nice way to be able to incorporate more roleplay / non-combat encounters into published adventures, but ime actually running them doesn't really do anything, and the ones that do get published tend to have rubbish like "if the PCs try to use intimidate they fail outright".

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