The problem with that is that system mastery gains a double reward - not only does the expert player get more power simply by virtue of being the expert player (which is inevitable), but they also gain access to more powerful classes that are not suitable for the new player.
I haven't reread all my posts upthread, but I think this is similar to the point I was making.
The warlock in 4e is much more complex than the ranger, rogue, fighter, or warlord. From the phb, the warlock is the weakest class. After the math overhaul the class got, it is on par with them. At no point is it more powerful.
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The warlock rewards the complex player with a rewarding gameplay experience. It's a really fun class. Power level needn't come into it.
intricacy should not be punished. That's ridiculous.
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needing higher system mastery to make the thing should mean that doing so is rewarded, not punished.
In my experience, many RPGs reward the ability to engage in intricate PC building by making such characters more mechanically effective.
I think the 4e archer-ranger is not an instance of this phenomenon - it is not really an ideal vehicle for intricacy of building, and it is quite effective without needing to engage in intricate building.
Conversely - and putting to one side the issue of maths fixes (I assume you're referring to the Class Compendium revisions?) - the warlock needs intricate building and careful play to be mechanically effective.
I think this is a good thing - the class that is clearly suited to intricacy should not be more powerful in virtue of such, but rather should require such to reach parity.
The fixed warlock isn't more powerful/effective than the simple 4e classes, but it is on the same level as a rogue, or non optimized ranger. That is good design. Complex and simple classes should not have different efficacy levels.
Intricacy isn't part of the balance equation.
I think intricacy is part of the balance equation, in the way I've described above.
If a class that rewards intricacy is powerful even when someone who is bad at intricacy uses it, it will tend to be overpowered when someone who is good at intricacy uses it. (I'm thinking eg of a classic D&D magic-user above, say, 4th level; the comparable characters in Rolemaster; points-buy games in general; etc). Therefore the design goal should be that, if someone builds their character intricately they reach parity with the simple classes. Hence power-gamers/system-masters, who get the pleasure in building intricately, don't
also get a mechanically more effective character.
I guess there is then the danger of a trap - a player who isn't good at intricacy likes the flavour of (say) the warlock and thereby gets stuck with a sucky character - but I think that is the lesser evil than having a vehicle for overpoweredness. It just means that players who aren't good at intricacy should be pointed towards the archer ranger, and will easily achieve a character that is not sucky.