Sadrik said:
1. Stat polarity- tough or strong, smart or quick, perceptive or social
2. A clear focus on STR, CON, DEX (feats, what each stat does in general)
See, I don't agree with either of these statements. As far as I can understand, each class has one serious stat polarity (usually between their primary stat and their least-useful stat). Intelligence seems to be the big one that people pick on. Intelligence is, it's true, only marginally useful (at best) for a rogue. Having it at a decent level (13+) is still useful because it gives him access to a number of useful feats (and is very important for many uses of ritual casting...). If you're going to decide to have a smart rogue, you can: just don't expect to make int his primary stat.
The same in reverse works for a wizard - there are good feats that require a decent level of dex, initiative is a good thing, and possibly even the skill choices too (remember - fireball benefits from combat advantage now!).
Strong/tough, smart/dextrous and wise/charismatic characters still have very good options available. If they choose to go down a path which doesn't suit their stats, then obviously they won't do as well. I don't really see that as a failing of the system - it tells you what classes need what stats, and claiming that despite the fact that your character is in a profession he's not suited to he should still perform at peak seems to be being a little silly.
3. Weapons- sizing for small creatures, damages for various weapons, weapon uniqueness
To me, it doesn't look like there are any obviously awful or awesome weapons that would either be totally unused or used by everyone all the time, so it's fine. Small creature sizing isn't really an issue: it works well enough for the sizes that PCs will be with minimum complexity, and monsters don't follow the weapon rules, so that's ok too.
4. Streamlining all powers from all character types into one system (no excellent unique sub-systems)
I'm not sure there really were that many 'excellent unique' systems around. Spellcasting always seemed to be off on it's own ignoring the rules of the gameworld to the point where it became problematic, and everyone else didn't have their own systems really.
5. Class imbalance (Ranger)
As far as I've seen, there is one power (blade cascade) that's crazy-powerful when optimized. Since simply removing the power has no effect whatsoever on non-powergamers (it's an awful power if you don't power game), it's not that bad an issue.
6. Non-Weapon attacks missing a "weapon training" bonus to hit
Classes that make extensive use of non-weapon attacks usually have a broad range of powers that target different defenses. Classes that are stuck with weapon attacks will typically have to take a minor power hit to choose an attack that targets a save instead of ac.
For instance: The rogue gets "piercing strike", which targets reflex and does [w] + d. At the same level, he gets "sly flourish", which targets ac and does [w] + d + c - he loses out on damage for targeting the weaker defense, or "riposte", where he targets ac and does [w]+d, but gains a special effect.
When a cleric uses his wisdom vs reflex powers, he's doing damage comparable to what he can do with a weapon, PLUS a special effect.
7. Endless magical at-will attacks, should a wizard be able to magic missile all day?
Hell yes. In most previous editions the wizard at low levels was indistinguishable from a peasant in most fights (in most combats all he did was fire off xbow bolts which only had a slim chance to hit), and at high levels reverted to the same any time he felt a situation didn't warrant using a spell. In exchange for that, his spells were significantly more powerful than anything that anyone else could do.
Unfortunately that's basically saying "the price you pay for being the most powerful character is being the most bored player".
I'm totally happy with throwing that stupid situation out the window.