Are you not kind of ignoring Feats there? They're a core class feature of Fighters, and they get more of them.
Even just assuming the 2 bonus feats they get over everyone else barring Rogues, and blow them on Skilled and Skill Expert, you wind up with a Human Fighter with 11 skills (1 with expertise).
Let's not forget that Feats are (supposedly) an optional rule? Meaning that a major class feature of the Fighter is OPTIONAL?! What other class gets their class features shunted to the OPTIONAL bin exactly?!
It wasn't reprinted. Banneret was the name a sidebar gave it for use outside of Forgotten Realms. And again, it's not disliked because it doesn't do MOAR DPS but because it is bad at adding support elements to the fighter, which is it's goal. The only ability worth it is the granting of reaction attacks when you action surge.
That said, I wish all Fighter subclasses did something with Action Surge and Second Wind. Maybe the Champion would be the first ones to get more and end up with the most, just to keep it simple? But it shouldn't be the only thing the subclass does.
That's on your DM. If mine had stuck to only one foe in most combats in 4e I wouldn't have been impressed either.
Seriously, using 1 enemy in 4e is garbage and boring, what the heck?!. Even the best 'solo' should be surrounded by some minions!
Right. You've seen how D&D magic--and this is something that goes all the way back, this isn't new--becomes the end-all, be-all because it's literally the "do anything" mechanic. There is nothing that magic cannot achieve, at least conceivably. Hell, magic is the only character option that literally allows you to invent your own new mechanics. Fighters never had that option.
D&D magic is badly defined and way too broad. What even IS 'arcane magic' in D&D? It has no definition, no limits, and people expect it to do everything all the time.
You also see an example of #4 in early-edition D&D, where Fighters transcended their individual limits by becoming lords and ladies, holding land, having retainers, collecting taxes, etc.: the Fighter "growing beyond" mere mundane fighting.
That's an interesting take... essentially, the Fighter grew in power by
becoming more people, not like a literal multiplying super power, but by essentially imposing their will on the world at multiple points through the action of their agents. While the Wizard player gets more power, the Fighter PC gets more characters to control...
I don't need to feel like I am "winning" the who can be the biggest bada## race in combat that seems to have become a very real phenomenon these days.
These days?!? Pretty sure it's been like that for ages.
Except Fighters and Barbarians also had area of effect attacks. And since an enemy target's saving throws were static, everyone rolled what was essentially an attack roll whether they targeted AC or Saves because they were all "Defenses". Very samey.
I'm sorry, but I just never grokked the concept of "sometimes the attacker rolls and sometimes the targets rolls". It makes WAY more sense for the person who WANTS an effect to happen to be the one to roll. Why is it that when I shoot an arrow at someone, I'm the one who has a chance to miss, but somehow, if I'm shooting a blast of energy at the same target, they get a chance to dodge?! Shouldn't it always be one or the other?? Ultimately it does the same thing: stop the bad guys from trying to make you dead. Wether you make them dead or you knock them out. Why would it use multiple resolution mechanic?!
When you wanna force a door open using an Ability Check the Wizard and the Barbarian both have the same chance to do it because Strength and Intelligence are interchangeable for the task.
When the heck was that?! That's not a basic rule of 4e?! If anything, it's a rule of 5e. What are you on about on that?!
It is worth noting here that there's an important rationale behind specifically making all offensive actions attack rolls: it makes playing a support character much easier. Instead of having to balance both an accuracy buff AND an ally-save-DC-buff, you only have to balance one thing, attack roll bonuses. This means (for example) the 4e Warlord doesn't have to have long-winded features or multiple distinct mechanics in order to play nicely with both a Ranger and a Sorcerer, despite the former having (mostly) non-magical attack powers and the latter having very explicitly magical attack powers.
THIS! This is what made support characters much better in 4e than in 5e. It's way easier to synergies with the party when you don't have to contort yourself to a bunch of different mechanics for what amounts to the same damn thing. It also allowed Martial types to sometimes get to target the NADs instead of AC. Sometimes you could trade your damage to target a lower defence (i.e. more accuracy) and that was really interesting against certain foes.
There aren't 10 templates of powers. Powers run the gamut of all sorts of things: they include keywords (which, officially, only the DM is allowed to alter--but they did support DMs doing so to help make a player's character more thematic, just as 5e does), but you could have Effects (stuff that Just Happens when you use the power) or not, could cause secondary or even tertiary attacks/effects, and could (often did) have riders that hook into other class features. Just as, in 5e, every spell has a specific format--level, school, casting time, range, components etc.--even if it doesn't necessarily need all of those parts, exactly the same thing applies to 4e powers, there's a format and you use whatever parts of it are needed to achieve the power's effect. Like, if your standard is that there's only a few templates that then get tweaked, 5e is worse, because spells have ONE template! It is literally almost never the case that two powers for the same class in 4e work perfectly identically; you do sometimes get two powers that work identically across two different classes, but that's not particularly common due to rider effects.
Martial Power 1 & 2 added the interesting wrinkle of keywords that trigger effects if you have certain skill proficiencies and that was great. If you were trained in Endurance and use a power with 'Invigorating' you would gain temp HP, and if you were trained in Intimidate and used a 'Rattling' power, you would impose a penalty to the target's next attack. Those were pretty interesting and I wish that concept had been developed more for Martials, making some of your skills matter more.