I notice that, when you become engaged in a debate, you tend to get snarky with people as time goes on. I suppose that's true for a lot of people, but it makes what would otherwise be a friendly debate rather unpleasant. If you find yourself making expressions like this one, maybe stop and ask yourself if you're making a constructive contribution to the thread.
First, it seems that you don't actually know what the game did.
I'll admit to not being up on healing surges as percentages, sure. But saying that means I "don't know what the game did" overlooks that this is different from, say, damage on a miss.
Second, there is no "narrative disconnect" in one person being an implacable warrior among a sea of predominantly mediocre warriors. Aragorn, Eomer, Conan, Lancelot, etc are all of this nature. ("And there are names among us that are worth more than one thousand mail-clad knights apiece.") It may not be to your taste, but it's not absurd.
I disagree. There is indeed a narrative disconnect in one person in the entire game world operating by special rules that apply to literally no one else.
The idea such a character does not and
cannot ever miss an enemy, no matter what the circumstances – or regardless of how badly they fail an attack roll – can be legitimately described as a disconnect between what the mechanics are telling us and what the fiction is indicating, because other characters do miss on the same die roll values (with the same modifiers versus the same targets); and yet that's resolved because...the PC has a power that no one else in all the world has? Nowhere did Tolkien, Howard, Mallory, etc. write that their characters would forever strike true simply because of who they were (at least, not that I'm aware).
Character classes, levels, XP, the fact about who in the real world owns and controls a game element - none of these are part of the gameworld. (Unless you're playing something absurdist and fourth-wall breaking, as Over the Edge can be.) They are not "physical laws" of the imagined reality.
They're all "part of" the game world in that they model how the game world works. The rules are, in a very real way, the physics of the game world. Breaking that is the literal definition of a narrative disconnect, because you've "disconnected" the narrative from the mechanics.