Pretty much you stated the answer to your own implied question right there, although I haven't looked through 12 pages to see if anyone else has pointed this out yet (I'm sure they have). 4.0 was a whole lot more "powerful" than previous editions. If you never played 4.0, then 5.0 is understandably a shock, although to hear someone call 5.0 overpowered is a bit odd-sounding if you do have experience with 4.0. (And of course, all of this is relative, semantics, and whatnot.)
There are several options to make the game grittier in the DMG; others have probably posited a few of their own. The most important thing to take away is: the game is intended to be modded, and it is only as good as you make it. If something doesn't sit well with you, feel free to change it up, but you shouldn't have to change much to get the feel you want. Messing with healing may be enough to get the feel you want; good luck.
You do get the point. I did state the answer to my own question. I don't have much interest making the game grittier.
I think 5E is meant to be played fast including fast kill times by players and monsters. I think all the characters are meant to be powerful. If the DM wants a more challenging fight now and again, he will have to carefully design it to be so including making ACs high enough to slow down some of the more powerful combinations. All of that can be done on the backend. If you're throwing in a bunch of standard MM creatures into a campaign with magic items and feats, expect them to die quickly with little risk to organized and optimized parties.
New DMs and players should both understand that in this edition feats and magic items are optional. The monsters were not designed with them in mind. Thus if you allow them, you should adjust the monsters appropriately. The design seems to be that out of the box these things are balanced. Add something, you need to rebalance on your own. Lucky for you we made it easy.
I'm ok with that. I came to 5E for a faster, easier to run game. That is what 5E is.
I wanted D&D to return to the power pyramid that existed prior with the wizard on top in a descending order while still accomplishing the task of making every other class fun, powerful, and interesting. When I say the wizard on top, I don't mean pure damage. To my knowledge the wizard has never been the best damage dealer, it has always been the martials. I played 3E/
Pathfinder for over a decade. The wizard was always far behind the martials in damage dealing, farther than they are in 5E.
Haste with crits and the magic item Christmas tree with high stats made martials capable of easily doing 200 to 500 a round. Archers were far worse in 3E/Pathfinder than they are in 5E with their second attacks per round and x3 crits with tons of stackable extra damage options from magic items. I'm going to cry about that? No, I'm not.
The game is back to the way it should be while still incorporating many of the elements others complained about like the martial vs. caster disparity. It's still there, just not nearly as wide. That is as it should be. I'm not real worried about casters being weak in feat options to start out with. I know at some point they are going to release books with magic feats and more spells as they always do. That will make casters more interesting and provide some options. Why put too many in the PHB when you know you'll be making an
Ultimate Magic or
Caster's Handbook at some point. Casters will get some love at some point for direct combat effectiveness. Maybe they'll never be the Crossbow Master for damage, but that's ok. Because the Crossbow Master is a one trick pony. It's a great trick, but it's also limited.
Suffice it to say that I like nearly every class having very powerful options. Makes the game more fun for everyone.