You sure, your examples sure sound like wuxia to me. I've pointed them out, below, in case I have misunderstood.
It's not wuxia because by definition wuxia is chinese-themed. It's possible to play a high-power, high-level martial adventurer and still not base your character on anything asian. Declaring something wuxia is an attempt to narrow its scope down to a niche, to dismiss it as not the "traditional, and therefore best and right" way, to make it something foreign to your personal, idealized anglo-saxon european fantasy that doesn't include heroes like Beowulf but does include wizards that are much more powerful and versatile than any character from myth and legends.
Well 5e uses "bounded accuracy" so I don't think its fair to knock the system for giving you +6 bonus on Athletic checks.
I like bounded accuracy a lot. It's one of the better parts of the game. But it's an absolute failure when you combine it with the fact that after level nine, the ONLY thing a fighter gets are bigger numbers.
Wuxia IMO. A wizard casts a spell, sure it is more powerful but it has limitations - finding the spell, learning the spell, components, range, duration, concentration...etc
What you are speaking about is an innate ability, doesn't sound all that limiting. Once again this option may be included in the DMG where you swop out an attack for a Wuxia power. Thing is BASIC should not have wuxia-style powers (and it doesn't). It's BASIC.
This is false. At-will abilities can still be extremely limited. Say you have a rogue that is able to cast Knock at-will. Then you go through a half dozen forest adventures where that ability comes up zero times. The rogue's Knock ability was worthless. On the other hand, the wizard who had Knock prepared was able to use his spell slots to cast a dozen other different spells on those adventures. It's about supply and demand. Abilities like removing curses, curing poison, opening doors, escaping out of shackles, etc, are all dependent on the situation. That's their main limitation, and it's one the wizard DOES NOT HAVE. With 5e more than any other edition, spellcasting is so incredibly flexible that you can convert your daily resources on the fly to whatever the situation calls for. What I suggested--that fighters become really strong as they level up--is limited because the number of situations that require feats of brute strength are by their nature limited. As for the idea that things like components, range, and duration are a meaningful, that's malarkey. Those aren't meaningful at all because they are still new options. That's like saying "Sure I have a car and you're stuck on a tricycle. But this one doesn't even have spinning rims." And here's the thing. By default, with no modding or anything, every single spell that wotc releases is going to make the wizard more powerful. Getting those new spells means they can just customize their loadout in new ways. By contrast, if you introduce a new fighter subclass...you don't get to keep your old one. You only ever get one.
Every economy, including 5e's resource economy, is dictated by supply and demand. You can have an infinite supply of "swings my sword", but that doesn't mean there's going to be an infinite demand.
This is a great idea, but should rather be a requirement of the magical item rather than the fighter class.
And so far, the only magic items we have are from the starter set. And the only ones that limit who can use them to their full potential...are the wizard staffs. Making it a part of magic items mean that it's not a part of the fighter. It means that the fighter is weak, BUT a gm can shore up those weaknesses by going out of his way to dump magic items on him. That's not good design.
This can be done during roleplay - you can argue the same about a Rogue and his Thieves Guild, or a Cleric and his Church moving into position of power (Bishop, Archbishop...etc), or a Wizard and the Mages Guild of the Land - apprentices seeking him out...ANY CLASS.
Here's the thing about that. It depends on dm fiat. When you relegate those things to the GM's domain, that means that it's not the default assumption, means that the fighter has to ask for it as a handout. Should you really tell a player "Oh, that class is fine. The GM Gary will totally give you all kinds of loot and followers."
I've lost you here. Why can't a wizard find treasure, gold, abandoned castles, magical items, spells through adventure? Is the fighter the only one able to? What am I misunderstanding? How would you bake this sentence as part of the class features?
The idea here is that being a wizard has a cost. The devotion to unlocking the secrets of the universe shouldn't come cheap. So that when a party raids a dragon's hoard, the wizard is going to need to spend a healthy chunk of his share on new books and components and rituals that eventually get him to the next level, while the fighter is free to spend his more freely.
Sounds like Hulk and therefore Wuxia, refer to my above post regarding limitations.
The Hulk is not wuxia. Using wuxia like that is just a dogwhistle.
The reason they are not included is not because they "break" the game, its because they limit a large play style, right out the box.
If you want to play a realistic peak-human fighter like Inigo Montoya, there is level one through four. If you wanted to play with your high-level wizard friend and still be grounded, just stay at level four.