Hey Scribble, first let me say I am not arguing with how you felt about 4e... but I would like to give my take on the things you cite... especially as it compares to 3e.
Sure- I'm not saying everyone has to agree- just how I felt.
I'm also not trying to get into a which game feels more oldschool argument or anything. Not even trying to compaire the two games.
My only point about 3e was that with 4e, rather then base 4e on updating 3e, it feels to me like they went back to 1e/2e and updated those rules, using info they learned in 3e.
Can't see it... wasn't my old school fighter both a defender and a striker (like essentials

). I just don't see the roles,in earlier versions of D&D as artificially rigid and sectioned off as they were in classic 4e.
Again I'm not talking about specifics just the idea here.
I'm not saying the 1e fighter was a defender or a striker or whatever. Just that 1e classes in general had a definite "place" in the rules of the game.
I don't know if I agree with this either. I don't see a bunch of stuff actually happening in less time unless you specifically decide to flavor it as such (or use a special power like a daily or encounter... but then some feats and class abilities in 3.x had the same effect). I guess 4e's lack of fluff and mechanical emphasis where "just make up what is happening" was the rule of the day could certainly cause different people to have totally different views of what a roll to hit means (but when I look at twin strike... I personally see two rolls to hit = two strikes)... and I agree your view is just as valid as any other, but I mean people couldn't even agree on what knocking prone actually meant... or many of the other conditions and actions in classic 4e...as far as what was objectively going on in the gameworld.
Sure- we can say it's an opinion thing. To me it feels more oldschool because the oldschool idea was a lot more was happening in a round then just what you rolled for.
I've never looked at the game as mapping straight to the rolls... To me that feels too... robotic, and doesn't feel natural.
It's a personal thing I guess.
A little confused by this one because well we did this in every edition of D&D... It was formalized into 5 mins with 4e but I'm not seeing this as old school specific. Resting after a fight almost doesn't seem even D&D specific...Lol. In Vampire, after a fight we rest and heal up with blood points...
I'm not talking about just players deciding to do stuff after combat. In 1e there was something that was like an official rule that said basically any time left in a full turn after a fight is spent doing this stuff..
I can't remember exactly, and my 1e Dm's guide is packed away in a box somewhere- but basically if you used say 3 rounds out of the turn, the rest of the rounds were spend by the rules doing x... Something like that. That's all- a codified by the rules amount of time after a fight thing- it just feels like a similar idea to me. (Like they might have taken the rule and expanded on what it actually does.)
This one I can actually see and agree with. Though I'm not sure which design principle I like better. I definitely think different rules is better from a "sell them more stuff" approach... since crunch can't cross pollinate.
Shrug- that sounds cynical.
I like it from a easier to design/run monsters standpoint. I don't need all the stuff PCs can do for monsters.
I also like them being different because to me at least, it makes them seem more wondrous... They're alien, and function in suprising and unexpected ways.
I know others differ.
And this does the opposite for me. In oldschool D&D you didn't have 50 million Orc's with slight variations on what their "powers" were... dependant upon an artificial role categorization. In old school D&D a player could actually encounter a monster and learn it's behavior, attacks, etc. in case he encountered it again.
Sure- but that's not so much the part that feels oldschool to me. It's more the idea that it's type doesn't determine what it can do, or how tough it is, et al.
Roles function in a similar veign to how "types" worked in 3e. I think it's the same idea but to me it feels closer to oldschool to have role determine the stuff instead of type.
Rituals and "everyone can cast magic with just a feat", for me is... definitely nowhere near old school. 1e largely used this as fluff that was left in the DM's hands mechanically... 4e formalized it and threw it open to any class who wanted it with a feat and no real DM control. Essentials goes back in the opposite direction.
How so? Rituals are still a part of Essentials, and will be expanded with the upcoming book.
And don't forget in 1e there were scrolls just about anyone could cast, manuals anyone could use, etc.
Again keep in mind I'm saying it feels like an oldschool idea that was expanded on. Like someone saw the mention of tomes and manuals and scrolls anyone could use- and said hey, this is my interpretation.
Well I don't find 4e particularly easy to houserule for... especially since besides damage there aren't rules for building classes, assigning powers to monsters or even creating original magic items... yet 4e classic has a focus on "balance" at it's heart (which again is definitely not old school). anyway those were just a few of my thoughts on it.
Houserulling isn't really the best word admittedly. I mean more along the lines of DM rulling on the fly.