I'm A Banana
Potassium-Rich
1) That 'min-maxing' can be said to simply be a realization of the character's power. Now if you want your character to be good at something you have the tools to make them good at that thing. There is nothing I can think of that encourages points over RP. It's just that points are now a recognized and valued way to play the system. It's not anti-munchkin anymore, and that makes it definately less open to abuse. Which makes for an overall more enjoyable game. If somebody wants numerical power, they can have it, and not ruin the fun for somebody who would rather realize their character. And, as always, this is more a player/DM issue than a system issue.
2) What's wrong with the fast-paced action sequences of the martial arts/superhero movies? D&D characters are HEROES! LotR characters are more people who are a bit special (sometimes). They're kind of...average, relatable, mortal creatures. D&D characters slay dragons by the dozen, have trophy rooms of monsters, and an armory of magic swords. LotR is decent fantasy, but it's almost painfully low-powered compared to D&D. I mean, they had one magical sword, and a handful of daggers -- those are sold in armories at the basic level of D&D, where the characters are HEROIC not just because of the plot, but because of their individual achievements of power and might. They can truly be the strongest man in the world, eventually. That's D&D-style heroism.
3) This is more of a player/DM issue than a system issue. D&D certainly supports the ability to do that, if you want, but it doesn't force you to want it. You don't have to be a min-maxer to enjoy the sysem or the mechanics it creates, because there are so many options that you can realize the character you have in your head without resulting to dirty tricks and mapping and number-crunching, which is largely only for those who would do it regardless of 1e, 2e, 3e, or any other system.
4) Feats don't come from your background. They come from your present as your character trains. Only special feats come from your culture or back-story, and those are exceptions to the rules and demonstrate your aquisition of skill through the culture. Feats are developing talents. A whilrwind attack is a Fighter's version of Fireball, in a way -- they work towards it and dedicate levels and powers to it, and when they achieve it, they can enjoy dishing it out. Fighters get more feats because they receive more special combat training. And that's what it is -- combat training. Why would a Fighter train at anything else? I mean, what would you want a feat to do if not assist a character in doing something mechanical? What would be the achievement, the training for?
5) Some of the richest plots and best character development I've seen have been in videogames. What's wrong with videogames? What's wrong with 20th level characters? Do you have something against characters who have a lot of powerful abilities inherently? What's wrong with being heroic? What's the problem in having a system that can actually handle all 20 levels and then some without a major breakdown as in previous editions?
2) What's wrong with the fast-paced action sequences of the martial arts/superhero movies? D&D characters are HEROES! LotR characters are more people who are a bit special (sometimes). They're kind of...average, relatable, mortal creatures. D&D characters slay dragons by the dozen, have trophy rooms of monsters, and an armory of magic swords. LotR is decent fantasy, but it's almost painfully low-powered compared to D&D. I mean, they had one magical sword, and a handful of daggers -- those are sold in armories at the basic level of D&D, where the characters are HEROIC not just because of the plot, but because of their individual achievements of power and might. They can truly be the strongest man in the world, eventually. That's D&D-style heroism.

3) This is more of a player/DM issue than a system issue. D&D certainly supports the ability to do that, if you want, but it doesn't force you to want it. You don't have to be a min-maxer to enjoy the sysem or the mechanics it creates, because there are so many options that you can realize the character you have in your head without resulting to dirty tricks and mapping and number-crunching, which is largely only for those who would do it regardless of 1e, 2e, 3e, or any other system.
4) Feats don't come from your background. They come from your present as your character trains. Only special feats come from your culture or back-story, and those are exceptions to the rules and demonstrate your aquisition of skill through the culture. Feats are developing talents. A whilrwind attack is a Fighter's version of Fireball, in a way -- they work towards it and dedicate levels and powers to it, and when they achieve it, they can enjoy dishing it out. Fighters get more feats because they receive more special combat training. And that's what it is -- combat training. Why would a Fighter train at anything else? I mean, what would you want a feat to do if not assist a character in doing something mechanical? What would be the achievement, the training for?
5) Some of the richest plots and best character development I've seen have been in videogames. What's wrong with videogames? What's wrong with 20th level characters? Do you have something against characters who have a lot of powerful abilities inherently? What's wrong with being heroic? What's the problem in having a system that can actually handle all 20 levels and then some without a major breakdown as in previous editions?