I agree completely, but, then again, this isn't a thread about what's fun to play, which I find often isn't the same at all as what's the most optimal. Viewing the game through the lens of optimization tends to focus the conversation on combat, both through DPR, nova damage, and battlefield control. Actual games of D&D aren't played in a whiteroom, and aren't solely focused on combat though. Depending on the campaign, and the amount of and importance placed on non-combat encounters of various sort really change the notion of both power and player enjoyment.
I'm assuming that this thread indexes more the mechanical and optimized element of 'power', as a yardstick with which to compare subclasses.