That is one of my points. Its really easy to "fix" one problem, by introducing other ones. Thats why I prefer people to fix problems which did not create them in the first place because in gamedesign you see sooo often this "I can fix this problem (lets ignore others)" mentality.That opens up reasonable questions about whether he has in fact "realized his mistakes", or is just pivoting from focusing on one mistake to focusing on a different mistake (at least in some folks' eyes; obviously there are people who disagree).
Especially when people try to do something similar to 4e but not completly, and by not understanding 4es gamedesign introduce new problems.
Like people using ressource points instead of encounter problems which lead too just spamming the same ability all day. (Psionics in 4e already had this problem).
Or trying to solve the "alphastrike problem" by just only allowing people to use their "dailies" aftet you gained X ressources. Which makes people just use it now again as soon as they can its jusz they only can use it later. (So the "no choice" problem which is the actual one, not that the burst is in turn 1 stays the same). Only that you now dont have the nice added effect of encounter long unique effects most dailies had (which helps to make different combats feel different).
When you try to make a wizard after level 11 into a better warlock, then maybe the wizard has no problem anymore, but now the warlock does because he is now just a worse wizard.

