Overall, the fighter – like all of these playtest packets – feels like I'm being asked to discuss what color code of paint we should use on the walls, when the roof hasn't been built yet.
There are these microscopic changes. Yeah, some of them are good changes. But they're this form of tunnel vision that's completely missing bigger picture issues. How does exploration work in this game? What options are there for negotiation scenes or "skill challenge" scenes more complex than a single skill check? Will we have actually fun chase rules?
With the fighter specifically, I want to see it bursting with story. For instance, the way that Modify Spell and Create Spell do a great job of reinforcing the wizard's story? Please do that for the fighter.
Instead we get this tepid milquetoast redesign of the fighter that's making minor adjustments.
It's like the entire playtest document assumes that we and the designers are on the same page about what ought to be changed and why, so the conversation is going to be this narrow narrow bandwidth.
And that sucks. I don't just want "what we've changed" up front, I want the sales pitch and design thinking "WHY we changed it and why we think it's better." I want to see their big picture. I don't want dickering about yet more combat-centric features taking center stage. Yeah, make those good changes. But get to the big picture.
EDIT: I recall Mike Mearls describing their design process during the D&D Next playtest and how they fell into a sort of tunnel vision when it came to the fighter class needing to support players who prefer simple & players who prefer complex, which led to shunting that to the subclass and leaving the whole class devoid of flavor. These Playtests have me concerned that we're seeing more signs of tunnel vision.