AbdulAlhazred
Legend
That wasn't my experience with 4e. There is ALWAYS a basic equation of which resources are you expending, and when. If you stick to at-will/encounter powers, then the fight WILL take longer. Yes, you will save your dailies, but you will get hit more times before you win (assuming you can win, but this is usually true) and thus expend HS. So there's a trade off here, and there may also be fictional trade-offs, sometimes an enemy might not be that strong, but you have some other goal and need to deal with them ASAP, so a daily, or an AP, or both, come into play.But it still usually comes down to "Is it worth using up my Encounter or Daily or not?" Otherwise there's rarely a case where the choice isn't fairly clear cut (at least it wasn't in my experience). In PF2e, the choice isn't clearcut for reasons that have nothing to do with consumable use resources much of the time (as a lot of those action choices are not based on things that are limited use).
There is a LOT of nuance here, to play 4e effectively you need to consider these factors and decide when and where to trade HS for other resources, or AP for other resources, etc. You have to be able to look ahead and consider whether you need that AP to fight the big boss more than you need two HS. Maybe today you're pretty flush on HS and even in the big fight you won't need to use them all, so the choice is to go that way, another time you might be critically short of HS and thus burning a daily resource is worth it, and then the question becomes WHICH ONE?
Minor actions can be more or less important depending on the type of character you build, and whether or not you incorporate things into your build that work with them. Tons of characters have uses for them. Most leaders have a minor action class feature power of some sort, not just the cleric (actually I think this is universally true of fully-fledged leaders). Likewise most strikers have some sort of 'set up', certainly a lot of the classic ones do (IE warlock, ranger). Rangers also have considerable minor action attack capability in some builds at higher levels. In fact, the 4e database shows me that there are thirteen pages of minor action powers in it (it seems pretty comprehensive) accounting for over 2,400 powers. Heck, the fighter has Rain of Steel, a minor action stance which was one of the most heavily used powers in the game. I agree, minor actions are not CRITICAL for a lot of classes, but there are plenty of times when there are hard choices to make. I don't think the minor action really added a vast amount to the game, personally, but it is far from unimportant.I didn't find Minor Actions that important on any consistent basis. There were a few cases where they were, but they were usually both situational and of limited use (Clerical Healing Words for example).