Re: the generic feel of the fighter mentioned upthread, I think that's intentional as well, because unlike all the other classes that are pretty specialized archetypes, the fighter has to cover much more. Everything from the mercenary, to the soldier, to the brawler, to the samurai, to the knight, to the archer, etc etc
Yep, the fighter has more arechetypes to cover than any other class, and less to do it with. Arguably, the majority of heroic characters from fantasy, myth & legend, don't cast spells or have a lot of other supernatural abilities. 5e handles them with the Berserker (pretty specific), Rogue (the less prevalent 'trickster' sort of hero), or Fighter.
D&D has two fighter archetypes, the hard-hitting Champion, and slightly nuanced hard-hitting Battlemaster, to cover all of them, with a lot of attacks/round, Second Wind, a handful of minor class features, and 18 maneuvers to try to cover all of 'em. So, yeah, necessarily pretty generic.
If you look at the last three editions of the game, the Fighter has increasingly gained abilties beyond "I attack, I deal damage". From 3e's "Improved X" bonus feats, to 4e's powers, to 5e's maneuvers.
Not a steady increase, by any stretch of the imagination, though. The 3e fighter got 11 bonus feats from a list of a few dozen, the 4e fighter 16 or so exploits from a list of ~400.
In 5e one of the three Fighter archetypes gets to pick 6 maneuvers from a list of about 18. One of the other archetypes is prettymuch "I attack, I deal damage," and the third literally casts spells.
When you look back on D&D in 5 to 10 years, what do you think the legacy of the fighter be?
Will you consider Extra actions and Self Healing to be the Fighter's legacy?
Here is what Mearl's said in a recent podcast
"...and if we've done our job in 5-10 years people will think oh that's what fighters do, they get extra actions, they can heal themselves..."
Unless something changes:
"Fighters are only good in combat, where they multi-attack for lots of damage."
The self-healing thing is pretty trivial. Fighers do big DPR with multiple attacks, Champions add to that with crits, Battlemasters with CS dice, EKs, indirectly, with spells. The 5e fighter is a solidly-traditional-D&D DPR machine, in the mold of the 2e double-specialized fighter.
It's really the 2e fighter's legacy we're talking about:
Specialization - > combat style, feats
Multiple attacks - > multiple attacks, action surge
non-weapon proficiencies - > skill/tool proficiencies
Kits - > Backgrounds
d10 HD, full CON bonus - > d10 HD, Second Wind
Saves on a '2' at high level -> indomitable
Exclusive use of class-specific magic items - > optimal use of magic weapons that inflict extra damage
I suppose if the 5e fighter has added anything to the fighter's collective legacy, it's the spellcasting EK as a sub-class. But that's a stretch, since we had spell-casting "fighter sub-classes" (albeit, in a different sense) in AD&D and the EK first appeared in 3e.