What concerns me is when we've got  someone who wants to play a thief reminiscent of older e's whose player  has chosen to eschew combat in favor of being an exploration god, but  the game doesn't recognize this as a valid trade-off. This might look  like all rogues having sneak attack, or all exploration challenges  insisting that you include interaction skills so that the foppish noble  can do something.
		
		
	 
OK.  Let's just reality check this.
You want to play "an exploration God" who is about on a par with the 3.X rogue and AD&D Thief?
To  be honest, I'm not sure how to do that.  The second you've written  "rogue", or worse yet "thief" on top of your character sheet in 4e  you're in territory that 3.X rogues and AD&D thieves only wish they  were in.  You've six trained skills in 4e, with two of them being fixed  and covering Hide, Move Silently, Open Lock, Disable Device, and Sleight  of Hand (which is five of the eight skills in the classic rogue list -  and have you checked the success percentages in AD&D?)  The other  classic Thief skills are "Hear noise" (Perception - which also covers  Search  and Spot), and Climb Walls (Athletics, which also covers Jump  and Swim) - I don't count the stunning 0% chance for most of the time of  read language.  We can take those skills and we're beyond the abilities  of an AD&D thief or a 3.X Rogue - and we have two more skills to  go.  One should be Acrobatics - in 4e the other physical skill.  In 3.X  you'd need Escape Artist, Balance, and Tumble (and before you mention  tumble's combat use (a) we're going out of combat and (b) with all the  shifts on rogue powers it's hard to argue 4e rogues have less in combat  mobility.  And let's round off with Streetwise - which the 3.X rogue  would need Gather Information and Knowledge (Local) for.
That's 
sixteen skills  for a 3.X rogue.  Just to match the out of combat skill held by a first  level 4e rogue I'm not even trying especially hard with.  You were  talking about being an exploration god?  Off 8+Int skill points?   Seriously?
Now.  We've already made your supposed exploration  gods in the rogues look like the amateurs they are.  Let's leave them in  the dust. 
Instead of rogue, we write "Thief" on our character  sheet.  Our two first level thief tricks are Acrobat's Trick and Sneak's  Trick.  Why?  Acrobat's Trick gives our rogue a climb speed.  They can  literally climb anything that can be climbed with a 100% success  chance.  It's difficult to overstate how much more useful at exploration  having 
no chance of failure when climbing makes them.  We also  have sneak's trick.  Our rogue can hide where no one else can - again  that's huge.  They can drop out of sight in ways that should be  impossible.  Unlike the 3.X rogue, it's not just numbers on a d20.  They  also have the feat Bardic Ritualist - which gives them training in  Arcana (let's just cross-reference that to Knowledge (Arcana) and the  ability to detect magic).  They are also now a ritual caster - for the  purpose of argument I'm going to say that's about equivalent to Use  Magic Device.  
Now let's bump our thief to second level and  round them out a bit.  At second level our thief gets an extra skill for  being a thief (and gets +1 to all their skills).  We'll take the Bluff  skill here - matching Bluff and Disguise in 3.X.  So our second level  thief has the equivalent of six ranks in 
twenty different  skills.  They also get an extra feat (Let's make it Disciple of  Shadow).  And a Utility Power - let's make it Quick Fingers.  Why Quick  Fingers?  It allows a thievery check 1/encounter as a minor action  without penalty.  You know what this is?  The mechanical representation  of a brush pass - our second level thief can steal someone's wallet  without ever breaking step.  Walk up to someone using their move  action.  A minor action to steal.  And walk on using their standard  action.  (The 3.X rogue can supposedly do this - but by taking -20 to  their sleight of hand check - something that's going to doom them to  failure for a long time to come).
So.  Tell me.  In what way is  the 3.X rogue or the AD&D thief an exploration god when the 4e thief  is not?  Next to the 4e thief, the 3.X rogue is, as I have just shown, a  third rate amateur explorer.  Half the skills and no way to go above  and beyond in the way a 4e thief can.
As for your claims about  combat, and not being able to have a non-combat focus, they are, as  normal, false.  We're going to look at rogues again, and at tenth level  this time.
The 3.X rogue has 5d6 worth of sneak attack.  Now, to  me, that's enough to establish they have a significant combat focus -  especially when the 4e thief only has 2d6.  So, I think we can quash  that argument as invalid unless you want to play an expert rather than a  rogue. 
So what of the other claim?  The one that you can't have  a rogue that's not combat focussed in 4e as well as one who is?  We're  again going to take two tenth level thieves, six feats each.
Our  combat-thief has the following feats: Light Blade Expertise, Nimble  Blade, Backstabber, Weapon proficiency: Rapier, Scoundrel Training,  Improved Defences.  They also have Tactical Trick, Ambush Trick, and Thug's Trick.  They also have the utility powers Sneak In The Attack, Swift Parry, and Enter the Crucible.
Our  non-combat thief has: Bardic Ritualist, Bard of All Trades, Skill  Focus: Thievery, Disciple of Shadow, Skill Power, and Skill Training:  Nature (which also helps with rituals, of course).  They have the tricks  Sneak's Trick, Acrobat's Trick, and Escape Artist's Trick.  And the utility powers Nimble Fingers, Chameleon, Experienced Arcana, and Persistent Tail.
So.  What's the difference between the two thieves?
In  melee the combat thief gets +2 to hit (+1 from nimble blade, +1 from  Light Blade Expertise), and rather than dex + 3d6 + 2 damage does dex +  3d8 + 3 with combat advantage - a not insignificant boost (especially as  between Tactical Trick and Ambush Trick, getting combat advantage is  going to be trivial).  They also have the ability to add 2d8 damage to  someone else, to cancel a hit on themselves, and to give themselves DR  10 occasionally.  Oh, and they get a free attack on someone who moves  within three squares of them each fight - for an entire extra attack  (from Scoundrel Training).  I'd call this a big combat difference - in  the opening two rounds our combat thief is going to be laying down at  least half as much damage again (3 attacks vs 2) and probably twice as  much (+2 to hit, about 25% more damage per hit with all modifiers  included, with a further sneak attack given to someone - and an easier  time getting Sneak Attacks).  And Enter the Crucible allows them to  tank.
Our out of combat thief is a ritualist who can cast two  free rituals per day, and one at half price.  They can make a brush pass  to pick pockets.  They have a wider range of trained skills - and +3 to  the roll for all skills they 
aren't trained in.  They can see in the dark.  They can keep hiding even while someone is looking straight at them.
How  you can claim that they are both equally good at combat, or equally  useful outside combat is beyond me.  We have the non-combat god that the  rogue promised and never delivered in previous editions and a competent  but second rate combatant.
But given the number of times you've  made claims about why you don't like 4e and I've shown those claims to  be simply, factually wrong and 4e to actually work the way you want it  to, please stop.  From all your criticisms I've learned one thing.  With  the single exception of AEDU 4e almost invariably does precisely what  you want it to - and does it better than previous editions.  On the  other hand, as we've found out in previous threads, you haven't learned  to play 4e as it's written.  You've learned to play 4e as it's  interpreted locally - a vastly inferior game.  Please stop and go back  to the drawing board.  Read the books, trying to forget everything you  think you know.  When you think you can't do something in 4e stop  assuming that that means you can't do it.  Instead assume that the  designers of 4e weren't stupid, but didn't always explain themselves  clearly - and what you've learned since is often misleading.
And  rather than simply claiming that something can't be done instead try to  work out how to do it.  If you can't work out how to do it, don't assume  that it's impossible.  Instead assume that it's just not well  documented and ask people.
And to continue after that aside:
	
	
		
		
			I'd  like the ability to look at that and say "You can make an untrained CHA  check like anyone else, Druid, and even if you make it, it's not going  to be the equal of the noble's Graceful Foppery ability, because people are not your strong suit."
		
		
	 
Congratulations.  You want a 4e style utility power structure.  I've  already shown how Quick Fingers does this sort of thing.  Powers are  precisely where you can go above and beyond like that.
	
		
	
	
		
		
			Nope! Brief encounters that are  relevant to the overall adventure and may cost the party resources, that  become more dangerous in aggregate than individually, and that build  gradually. Encounters, in other words, that serve the goals of the  overall adventure being a potentially deadly undertaking.
		
		
	 
You  can do those in 4e.  The biggest barrier is that healing surges and  powers recover too fast - which is why that's one of the few bits I  actively house rule.