EzekielRaiden
Follower of the Way
I can see this. Eldritch Knights are supposed to be the gish class, and they just don't feel right as someone who came from the 4e Swordmage. There is very little actual blend of weapon and magic going on in the inherent mechanics. At the end of the day, it's very unsatisfying to want to cast a small spell AND channel it through your weapon strikes, but only be able to bash stuff with a weapon to feel like you are utilizing your given features to their maximum potential. And it would be different if there were options that at least felt like they were competitive, but casting a scaling cantrip and getting one bonus attack is just very very "underpowered" when compared with straight Extra Attack. Luckily, cantrips like Greenflame Blade are making big strides in changing that (for me personally).
What I would want is a half-caster (like Paladin/Ranger) that has less spell choice restriction and unique features for blending sword and sorcery. Unfortunately, I don't really have that, and the Eldritch Knight remains the closest in both flavor and mechanics. But I understand the feeling of being underwhelmed when comparing it to how a previous class played and felt.
And I can definitely agree on that front. 5e, thus far, has not (IMO) done a very good job of...for lack of a better term, "blending" Magic and Martial stuff into a single, cohesive unit. You can Attack (and maybe cast a spell, at high-ish levels), or you can Cast (and maybe land a single attack, at high-ish levels). No class, to the best of my knowledge, can cast and attack with a single action, even at high levels. It would be cool, both thematically and mechanically, if they could find a way around that--for example, by making a cantrip (or "cantrip-like" class feature, to prevent poaching) which doesn't scale, but can be subbed in to replace one or more attacks in the Attack action. Then, you can sort of have your cake and eat it too: you can go all-out with attacks if you feel that's the better choice (maybe your only "attack-subbing" cantrip is cold, and you're fighting a frost wyrm or whatever), you can go all-out with spells, or you can seamlessly merge the two with a single action.
Though I also feel like the original playtest Sorcerer could've fulfilled a lot of your wants there, too. The whole "as you spend your resources, you become Something Else" thing was an extremely cool, evocative mechanic. I'm still incredibly saddened that they canned it and will probably never consider the concept again.

Edit:
Just so it's clear--not to you, Goose, but to others reading--I see only a small difference between what Goose wants and what Warlord fans want. They're both concepts semi-implemented in the base game, which could be implemented more fully with an option dedicated to it from the start and growing from there. The small difference is that there are several "gish-y" options with highly distinct mechanics and a range of flavors attached, whereas there's really only one (or possibly two, more below) implementations of Warlord-y stuff in 5e: a specific build of a specific subclass of a single class plus a critical feat or two. Whereas the "gish" can be implemented as a specific subclass or reflavoring of at least four different classes (Fighter/EK, Bard/Valor, Warlock/Blade, all Paladins), possibly more if you're really flexible with refluffing stuff/using UA material (multiple Cleric domains, the Favored Soul).
If we can have four-to-six different completely distinct mechanical takes on "I beat people up with weapons AND magic!" it seems reasonable to me that we can have more than one distinct mechanical take on "I employ tactics and weaponry in a fight!"
Incidentally, Goose, you might want to consider the Paladin (particularly Oath of the Ancients) or Valor Bard for your next try at a "gish"-type character. While the Paladin has a lot of baked-in support goodies, particularly Lay on Hands, it's actually surprisingly easy to reflavor one as a mage-knight, particularly Ancients--you get the general Aura of Protection (boosting saves) and Aura of Warding (resistance to damage from spells!). When combined with the class-specific Smite spells (most of which have elemental damage of some kind) and Divine Smite, it's a pretty excellent package. A bit of negotiation with a DM could get you even better results--for example, swapping out some of the heavily nature-focused oath spells for things like Detect Magic, Identify, Glyph of Warding, etc. and having Turn the Faithless apply to, say, fiends and elementals rather than fiends and fey. It's still got a heavy side of support, but you'd be a high-damage, anti-summoner magic-using melee combatant blending magical energies into your attacks. Seems like it hits most of the high notes and just needs the heavy refluffing!
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