I think you've way overplayed this. First of all you're predetermining how you always want to play? You never ever play a character that would be inspired? Either you play an incredibly narrow range of characters or you're just theorycrafting an objection.
Well, there's baggage here. In the same way that I don't like to play with Drow (because in my view the 'good' adventurer Drow should be an extreme rarity, but thanks to a certain 3rd rate fictional character whose name rhymes with zits there's now at least one Drow at every table) I find the notion of the 'officer' class highly distasteful. So, being human, I recognize that the first time I have to sit down at a table with a Warlord I'm going to be pretty grumpy about it, perhaps largely as a result of my impressions for forum discussions.
I hope (futilely?) that being open about my now-less-than-objective biases doesn't cause Warlord-proponents to play some kind of high road, "I'm being totally objective" card. We all carry that baggage in one form or another, and it's affecting all of our opinions.
I think there are a variety of things you could say about this. First of all I have no problem with it in principle. Who says the guy is a 'generalist'?
I meant that in the sense of a non-specialist in this specific narrow domain. (Or "Domain" really.) A cleric of Piblokto should, by definition, know far more about praying to Piblokto than any other class, unless he intentionally chooses to roleplay otherwise.
You could RP this thing any number of ways. The 'help' function wouldn't have to be cast as a correction, and probably wouldn't be written up that way to start with any realistic game. You could do exactly what I suggested in terms of the warlord, just RP your character getting really annoyed with the interference and casting his spells better. The notion that you must RP this in some specific way is your own hangup, not the game's.
Again, for me it is the sum of the class, not the details of any one particular piece. When everything about the class...from its name to the description of its abilities to the agency dilemma posed by non-magical healing to the illustrative scenarios described by its proponents (e.g., the Patton-yelling-at-the-private example)...paints a portrait of a class that has authority/command over other player characters, then it's hard for me to just pretend that fluff doesn't exist.
And I suspect it's the same for proponents, or they wouldn't be arguing so hard
for that fluff.
But beyond all this you still haven't even touched on the central point, which is that even if YOU don't want to play this thing your tastes shouldn't be overriding those of lots of other people. You can avoid playing with certain material or use it in a way that suites you. I'm expected to do that with THE ENTIRETY OF 5E, and yet you can't give me one class that I like? Gosh, what community spirit!
My first reaction to that is that if you really don't like everything else 5e, why are you playing it? Will introducing the one class that you do like fix it? I hesitate to say "why don't you stick with 4e?" because that question is clearly overused as a kind of "love it or leave it" denigration, but...why don't you stick with 4e?
I love almost everything about 5e. It's by far my favorite edition. I'm an old grognard and it encapsulates a lot of what I loved about AD&D, without the parts I didn't like. There are a few details I'm not crazy about (Eldritch Knight, Polearm and Crossbow Experts, Drow PCs, low barriers to multiclassing, etc.) but overall I think it's awesome.
Furthermore, I don't believe that "more options are always better; you can always ignore the parts you don't like." I
like games with fewer options. I never played 4e, but when I've picked up the books I think, "Ugh...too many tables and choices and races and maneuvers and rules." I do not want 5e to be that. I'm not trying to keep "bad" options (or my perception thereof) out of the game to be spiteful or mean, I genuinely do not want the game to bloat with options.
I like analogies, so here's another one: I would really hate to see the table on modern weapons in the DMG become a mainstream thing. Just because the devs figured out a way to balance laser rifles so that they're really no more powerful than bows, I just don't want to see players running around with them. "But just pretend they are bows!" No....it changes the flavor of the game. Every game has a different feel to it, and I like the feel of 5e as it is.
Would the inclusion of the Warlord (or laser guns) ruin it completely? No...but it's a step in that direction. If the Warlord, what else? Gish? Hexblade? Warden? No and no and no and no thank you.
My attempts in these threads, and my suggestions, is to figure out exactly what the Warlord proponents want to see if something can be designed that provides the necessary mechanics, but with a flavor that fits into the design aesthetic of 5e. Warlord, as proposed, does not feel like a good fit with the rest of 5e*, from the name on down. In my opinion. It's like adding an addition to a building in a totally different architectural style: it can be done well but it's not enough for the addition by itself to be good design: it also has to fit, aesthetically.
But maybe I should explain it this way: just like I truly don't understand why "non-magical, non-supernatural" is so important, but I'm taking it on faith that it is and trying to accommodate it, please take it on faith that I (and I assume others) truly believe that the inclusion of some "options" will adversely affect the overall game. I know you don't understand how that could be true, but it doesn't necessarily mean that I/we are wrong, just that we look at RPGs differently.
*That said, some of the proposed mechanics in that nicely formatted homebrew a few posts up seem perfectly nice. I'll read it again and respond.