You forgot ability score boosts.
Those were an actual bug, not just a proud nail, IMO.
Healing Surges - I liked not having to have a cleric (etc.), but they just didn't quite work, for me.
Save for Duration - I actually really like the concept of truly unpredictable durations and not having to track how many rounds have passed. I don't like the one-size-fits-all approach, though. More save modifiers might have been a good thing.
Attacks with alt Abilities - Makes sense that wizards use int for their spells and rogues can use dexterity for light weapons. Somewhere along the way, though, it went too far.
Everyone has Powers - I gave it a chance, but I really did feel the pain of sameness.
Definite Effects - I'm not going to argue in favor of broad hand waving, but 4e (and even late 3.5) tightened down the creative variance on what you could do. And, while I liked having a finite list of conditions, they didn't always make sense in the mind's eye.
Rituals - Possibly the biggest fumble of 4e. So much potential. So poor in execution. Too expensive. Anyone can cast. Felt like they were put in an appendix, like 1e psionics. Keep the idea for 5E, but rework from scratch.
NPCs are Different - This is probably the biggest reason I wanted to move to 4e. I was totally burned out from high-level, PC-race dominant, home brew 3.5. I like quick NPCs. I have no problems with "different path to similar feel". Ultimately, it was a string of stock NPCs that had powers the PCs could never get, and felt very overpowered in play, that killed our run at 4e.