Let me respond with a little background:
I played 3E since its release, and it was the first D&D edition I ever bought into. I switched to 4E because it fixed lots of things I didn't like about 3E: characters had actual honest-to-Pelor hit points at first level, and the powers gave everyone cool things they could do all the time.
The reason I'm playtesting D&D Next isn't because of things I don't like in 4E, it's because of the people I play 4E with currently. I run a game with my wife and her fellow PhD students from the local university, several of whom have never played D&D (or any pnp RPGs) before in their lives. When they take their turns, they often stare in confusion at the character sheets and can take five or even ten minutes to make a decision and complete their turn, usually including prompts or tips from myself or other veteran gamers in the group. There are several reasons for this: the characters' multiple powers and options overwhelm them, the individual steps required to complete each power confuse them, and they often resort to the simplest action or one they've done before and are familiar with in order to move on from their turn. They're having fun being part of the group and playing with us, but I know it can be frustrating for them.
I like having all of 4E's powers and options, as do the veteran gamers in the group. I think the new players would be happier with simpler characters, but hacking something together is too time-consuming for me. D&D Next, based on its stated design goals, could be the solution: more complicated characters for those who prefer that, and simpler characters for those who are new or don't like having all those options.
What I've seen in the playtest is a start, but I need to see more.
Welcome to ENWorld.
And to Echo [MENTION=51168]MichaelSomething[/MENTION], you might want to look into 4e Essentials (and the Elementalist Sorceror from Heroes of the Elemental Chaos).
The two 4e fighter variants (Slayer and Knight) have two stances each of which they are in one at any given time (and if that's too many being in Poised Assault for +1 to hit is never a bad choice). They attack using melee basic attacks (or ranged basic where necessary). Their encounter power is power strike (if they have several encounter powers they have multiple uses of power strike) which does an extra 1[w] (more at higher level) after you hit, so they don't need to change from an MBA. No daily attack powers - static bonusses to replace them. The Slayer is a two handed striker who just gains a flat damage bonus. The Knight is a sword and board defender who uses a defender aura instead of marking - everyone adjacent to him is marked, and he gets a free attack on an Opportunity Action meaning no need to worry about a 1/round limit. So the decisions are where to move and what to hit.
The Scout Ranger (two weapon fighting) is similar. Choice of stances, melee basic attack, power strike. With a second attack from offhand weapon if you hit on your own turn. It's slightly more complex because there's no vanilla stance and you get some rangery tricks out of combat.
The Sentinel Druid is dead easy unless unleashing a daily. No shapechange - you have a pet and move together. One of your at wills is for you to attack, the other is for your pet to attack. Your encounter powers mean you both attack. Healing word is healing word...
The Hunter Ranger (archery) is slightly more complex. You have stances like a scout. Your at wills are all trick shots rolled as ranged basic attacks (ignore cover, slide, knock prone, slow, blanket an area in arrows for an effective burst 1) and yoru encounter powers are more powerful debilitating attacks (daze or immobilise - blind at high levels). No dailies and the encounter powers again are all the same. Still, it's still, pick or keep a stance, pick a target, decide how you're going to make their life miserable with a list of things arrows can do. And you also get ranger tricks outside combat.
Finally from Essentials there's the thief. Who attacks using a melee basic attack (dex based) or ranged basic attack, and uses anything from his list of tricks as move actions in an attempt to get combat advantage. The encounter powers are all Backstab (+3 to hit + damage if you have CA and are close). Again, not overwhelming in terms of options and a gem of a class.
And from Heroes of the Elemental Chaos there's the Elementalist Sorceror a.k.a. Mr Blast Mage. No daily attack powers. Two at will attacks (one's an elemental bolt of their chosen element, the other one's an AoE elemental blast). And their encounter power is to make things
bigger - an extra d10 damage and extra target, plus minor thematic rider based on their element.
Do those sound a little simpler and moer manageable?