Imp said:
"Plus One Sword" is crap, too, of course. But everybody's used to it. The distinction is between "some out-of-character jargon" and "more out-of-character jargon." The game has a ton of jargon already...and some stuff that engages the imagination. I would rather not have more jargon front and center. I would definitely rather not have characters saying to each other in-game "Merloc, don't we need another striker for this adventure?" even if they're already calling things plus-one swords or whatever. It's not a binary issue, it's cumulative.
On the other hand, what's the alternative. We already have roles and always had. But if we step back from that
"Ivory Tower Game Design", in what other way do you want to convey the information to the reader?
I definitively think that a step away from that "here are the rules"-approach is good, as it makes easier for everyone to play the game and conceive the underlying principles.
See, these roles were always there, and now, the designers are just laying them out
explicitly. In what way is that different from the
Behind the Curtain-sidebars, except that the players get some love too.
I mean, I'm not too keen on the names as well, but they're fitting, and I don't know of another alternative - and for your example: In what way is that different from "we need a cleric" (aka healbot)? If that's happening, that's an issue with the players, because they want to fill each role.
Cheers, LT.