Lack of:Firearm rules. Various iconic monsters. Familiars, illusions, summoning. Artifacts.
I really don't see how that post can be interpreted as hostile. It expressed an opinion strongly, but did nothing to suggest hostility towards the opposite opinion.
Obryn said:So, per GnomeWorks, someone who disagrees with the proposition that bigger font size + more whitespace = less value for the money, and posts about it to disagree with another poster, is a 4e zealot/sycophant.
This right here was my biggest problem with the Eberron Book. I mean I love the world, I love the ideas, I love the organizations, etc. But why is all the DM information there on the page right next to what the player needs? That was the biggest turn off. If I wanted to surprise the players with the Emerald Claw I actually had to make some serious changes.
Personally I prefer the DM information to be separated. I know some players are going to look anyway, but I prefer to think that if I ask them not to peek at section 9. That they will not. It is hard to do that if the Big Secrets of the campaign are there on plain sight.
This is why I appreciate all of the player info being sequestered into one book compared to having to shuffle through five different books because I have a feat from this one, a feat from that one, two spells from two different books, and a magical item out of the fifth book. So I might be paying for less page count, but organization well than makes up for it.
Yeah, I'll go ahead and disagree with that GW's stance.
I haven't seen the FR Player Guide. Does it provide players with a decent player based intro to the world or if they know nothing about the world would they be lost without the setting info from the DM book?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.