Not in my experience. In my experience, at my gaming tables, the players who complain the most about lack of choices are also the ones who get into a grindy thought-lock when it comes to taking their turn in combat. It's not that they aren't intelligent or tactical, and I do not mean to imply so; it's not a question of capability. What I'm referring to is that the same frame of mind that leans towards having an option for everything quite often leads to a frame of mind that wants to weigh over Every. Single. Option. At. Your. Disposal in combat in order to make sure you're using "the right one." And meanwhile, the rest of the players are counting the cracks in the ceiling.
Wow. That sucks. I can only remember one player like that and it was decades ago.
I didn't say that there was anything wrong with it. (Although I'd turn it around and ask "what's wrong with the story sometimes NOT being about your character?"
Story?
I'm talking about extra power options in combat. Combat has very little in the way of story outside of "we trashed these dudes and we trashed those dudes and we accomplished our mission du jour". Once in a while, PCs get to fight some re-occurring villain and there actually is some significant part of a story there, but for the most part, combats are more memorable for how some player pulled off some amazing stunt (like swinging from a rope and rescuing a hostage, or killing the BBEG by Thunderwaving it over a cliff or whatever) or by how something incredibly vicious and bad (like maybe a curse or a super NPC crit or something) happened to a PC. The combat actions become part of the flow of the overall story, but they are rarely the highlights that are remembered unless something special happens during it.
But, how many undead we waded through to rescue the village? Couldn't tell you. Might not even remember that they were undead. Not memorable.
I have forgotten literally several thousand encounters in the last 30+ years of gaming. I might even forget an encounter from last week. But, I remember many of those where some PC (not necessarily mine) did something amazing and that is what I like to try to do every time at bat for my PC. It's more difficult to do that when the PC runs out of options quickly and is stuck with At Will powers.
Sometimes you have to let one of the other characters have the answer to the problem.)
Do I?
That wasn't in my hero manual.
Last I saw, every PC gets a shot during initiative. Every PC gets a shot out of combat. But, if I think my PC has an answer to a problem, I have no qualms about using it, especially in combat. I'm not going to say "Oh no old bean. You kill the dragon. You were here first. Good show, what?".
And btw, out of combat I am the last person to force a solution. I often only try to come up with one if the other players are stumped or appear to be going down the wrong path. I'll participate, but I try to not force the direction of the game. If someone wants to head to the miller's house, or enter the creepy mausoleum, or try to bluff the local lord, I'll help do that if that is what the group decides to do.
But in combat, my PCs do the best actions I can manage and try to quickly end any encounter. You might consider that to be stealing the limelight from other players, but I consider it to be efficient and helpful to the entire team.
Well, I happy that it works for you then. Big system-changing house rules give me a headache, and this one in particular seems more guilty of "power creep" playing than anything out of Martial Power or PHB2.
If it were part of the core rules, it probably wouldn't bother you though.
As for power creep with our house rules, we haven't seen it. The players are still challenged. They tend to not do the re-use or swap actions too often because out of their two action points, they have several different options and it's not that difficult to burn through the two action points trying something else.