Ogre Mage
Hero
The fact that, as you say, a cowboy preacher is fighting back to back with an electric psionic samurai and it WORKS in the fiction is one of the reasons it's my favorite system. I'm not sure it's possible to run out of new mechanical ideas for a character.
One of my favorites was the Inch High Private Eye, a fairy who transformed to pulp noir detective, complete with trenchcoat and dual .45s (but also wings).
But really my favorite thing in the game is you play a hero from the start. Not a regular joe who hopes to live long enough and find enough loot to become a hero at some future point, but a hero from day 1. There are still mooks to fight (like the pulp shock troopers you throw at the hero's by the hundreds) but there are also tough encounters that require more than just "I attack" to take down throughout your characters journey.
Circling back to grognardian design....this is why the 3hp 1 spell a day wizard is what I consider bad game design. It's just not fun to spend a good portion of a story ineffective.
As someone who first played 1E D&D in 1986, that is why I don't have any desire to return to earlier editions of D&D. I was obsessed with wizards when I first started and I remember casting my 1-2 spells and then being reduced to using a sling.


I was not a fan of 4E but the innovation of at-will powers was my favorite thing about that edition. And 5E kept the idea with at-will cantrips. That has helped low-level casters remain useful across multiple encounters. But the concentration mechanic has kept upper-level casters from achieving the broken overpower they were capable of in 3.X. I remember the days of CoDzilla. But if anyone asks me if I played CoDzilla, I take The Fifth.