I have to say that if that is accepted as a fair assessment (and it has been) then I agree with the scepticism. Fighty McFighter's skills with a sword aren't going to be as useful in a game of political intrigue or a detective game as Scry McDiviner the Wizard or Rapit Stolenname the rogue.
And should be. If all the D&D classes functioned equally well in all possible scenarios, I'd say something was very wrong. The question is, if you instead fight a campaign with a lot of straight-up battles back to back, are Tanky McGreataxe the Barbarian and Holyman Healbot the Cleric doing better. They should be.
On the other hand to have a chance at balance in 3.X, you'd IMO need to either completely re-write or throw out the following classes:
Wizard, Cleric, Druid, Sorceror
Fighter, Monk, Paladin.
The Bard's just about fine as is, and the Rogue and Ranger need only slight buffs. The Barbarian can work by a few tweaks and replacing his rage with the much more metal ones from 4e.
Well it's a good system as written, and incremental revisions like PF's are nice, but I'm not arguing that more serious revisions to the system and classes aren't needed. I just did precisely that for my home game, and have moved on to non-core classes. My fighter now gets an ability every level, improved saves, and action eceonomy advantages, as well as various other goodies. The main changes to spellcasters, OTOH, were knowledge bonuses and splitting their ability score dependencies, along with existing cutbacks on abusable spells. Revisions are good. Incidentally, barbarians and bards received some of my more substantial changes.
I simply don't think that a common mechanical structure or daily use-limited abilities is a positive development. In fact, I took out all the daily mechanics and made spellcasting more fluid. If someone else did a substive revision to the 3.5 classes and made them better, I'd sure look at it.
I think the issue here is GM force. The sort of effort that 3E requires from a GM, once play is at (say) 9th level and above, is a high degree of GM force over many aspects of the game. Whereas 4e is designed to deliver balance (both mechanical effectiveness balance and spotlight balance) without significant exercise of GM force over any but one part of the game - namely, scene-framing.
I don't think that's true. I hardly ever
have to do anything to maintain those types of balance. It would take active effort on someone's part not to have them.
Given your apparent preferences, it surprises me that you never seem to have tried a game that plays in the way you describe here.
I prefer to work with a system that I know and have material for. Given that my preferences evolved over years, my home game has evolved with them. Were I to start over again, I would not use 3e as a base, but I have no desire to start over again.
Also, I would not use as my primary gaming system a non-open ruleset, which is most of them.
But in fact I don't think there's a lot of evidence that most D&D players want what you say they do. Hit points are plot protection in a fighting-oriented game, and I think most D&D players enjoy its focus on combat as the principal site of conflict resolution, and - given that - enjoy the (non-simulationist, unrealistic) plot protection that hit points provide.
I'm skeptical that this applies to current D&D players, particularly given the vehemently negative reaction to 4e's take on hit points with daily martial healing and healing surges (taking them seriously as a metagame mechanic, in your words). I think that an equally huge step in the opposite direction would at least be received no worse than 4e, which has had some success, and might be received better. But that wasn't really what I was getting at.
I know a lot of intelligent, creative twenty-somethings who enjoy nerdy fiction-George R.R. Martin, comic books and their movies, Dragon Age and The Witcher, Battlestar Galactica, etc.-who have no idea what D&D is. When I explain the hobby to them, their main reservations aren't about '80's-driven moral panic, and they definitely aren't about fighter-caster imbalances or lack of access to healing. It's because they don't take it seriously. Their cultural touchstones are R-rated movies and HBO shows, they like shakycam and nonheroic protagonists. They want verisimilitude and real-world relevance in their fiction. They don't want anime style art or miniatures and battlegrids. WotC's mistake is in both oversimplifying the stereotypical "gamer" as being a person who spends all their free time on charop boards but also in ignoring anyone who doesn't play WoW or Warhammer or some version of D&D and yet could be very interested in roleplaying. 3e feels very reflective of certain cultural shifts in the '90's, but 4e does not feel like post-9/11 D&D. As I said, it seems like the people at D&D HQ (and in the industry as a whole) are simply out of touch with the times.