So looking at those stats, it is pretty clear that martial classes are not struggling for damage done. This tracks my personal experience, but I think having an objectively verifiable source is more meaningful, and these include almost 300 games played.
I think it is very memorable when a caster gets off, say, a fortuitous fireball that hits a lot of opponents, but the on demand damage, round after round, delivered by martial classes is the backbone of the damage dealt by most conventionally structured parties, just as their ability to tank damage is also vital. When kids are starting a new party and ask what classes they should make sure to include, a fighter/barbarian/paladin/moon druid is always the top of my list, followed by someone who can cast healing word, ideally a cleric. A wizard/sorcerer is great to have, but not indispensable.
That said, I don't disagree that plain jane martial classes can be boring to play. Sub-class plays a far more important role in how a fighter plays than it does for a cleric or wizard. If you are playing an Echo Knight or a Battle Master you are going to have a lot more to do than a Champion. Feats are also extremely important, but I figure that if someone has chosen to play a Champion with all combat feats, they will certainly be effective at delivering and taking damage but not much else, and if that kind of very narrow play is what they enjoy, then bless.
Edit: In fact, my son, who was 15 when he made the character, played a Goliath fighter (champion) with sentinel (I think) and toughness, dueling style, wielding a warhammer and shield, and had a gas. He was very, very effective. At fighting.