Sure, and I am glad to see that we can "disagree" (which again really isn't the word choice I really want to use) without "disagreeing", because you're right, it is a matter of taste.
Essentials clerics now have the daily standard ability to resurrect, which was a based off of a (free) ritual caster feat, but also required time, money and/or component costs. They also gain an additional domain utility power at 1st level (and yeah, I know that casting light or creating water isn't game breaking, but it adds to "power"), holy cleansing and only lose the healer's lore.
I won't get started on how the new Earth domain cleric > Divine Power Earth Domain cleric.
Mages still have the cantrips, they gain school abilities (1st, 4th, 5th, 8th & 10th), gain magic missile for free (and hey, a human mage now has 4 at-wills!). Again, none are "game breaking" but they are a step up on the standard 4E wizard.
I personally think that the fighter builds and the rogue build are all steps backwards (I feel like it's "I stand like this and swing my <insert weapon here>" every round, with no encounters (except extra 1[w] damage a few times an encounter as you go one) or the thief's moves) or dailies).
Again, don't think that I "hate" essentials, I don't. They are fine when played with other essentials classes, and they stand up fine with the other classes, but we decided that they are "compatible" and not "interchangeable".