Really, though. I think you guys are making a mountain out of a molehill here. Yeah, there's no gun rules. 4e concentrates primarily on its default D&D setting, which has a low tech level. A lack of firearms doesn't mean the game itself is incomplete - it means it may not have everything immediately at hand for some play styles. Which, honestly, we already knew.
You don't see this as a problem? You don't think that limiting the playstyle of D&D in the Core has a negative impact on the game as a whole and the potential player base? You don't think that broad strokes that give everyone, whether their are a simulationist or gamist or narrativist, the tools to create their game the way they want it strengthens the brand as a whole?
4E is a well designed game for what it is, but that doesn't mean it is a well designed D&D game. Whoever above said that each edition is a product of a small group of designers and their preferences was dead on -- and I think the people in charge of 4E's design have preferences that are far removed from my experiences with the myriad ways the game is played. Again, it isn't that the tatical, minitaures battle element of 4E is bad -- I'm not a fan, but then I'm not a minis tactical game fan either, so I can't expect to be wowed -- its that they chose a playstyle and built a rules set around that playsteyle, rather than choosing a genre/milieu/metagame and building a ulesset around that.
Really it goes back to the game vs toy argument: games have rules and specifics that tell you how to play while toys are just tools with which you create your own games. 4E is a game, while previous editions were toys.