I agree with most of your post, and still agree with some of these things. Here is my 2 cp.
I consider "Fighter" just as Anomalous as Ranger. I actually like this part of ranger, as it feels to me like it should be a little vague. just IMO though.
Hm, I can see the point about the Fighter, but I think the Fighter's offensive capabilities come from Extra Attack (2) and all the ASIs/feats that they get. Any Fighter can get to 20 Str/20 Dex/20 Con if you put your 15, 14, and 13 there and take a race with a +2 or more to physical stats. Battlemaster and EK give you a lot more to
do and a lot more decisions to make, but if you run the base class without any subclass, you're not missing all that much. Ranger, on the other hand, loses almost all their offense without a subclass. You have Extra Attack, Fighting Style, and spells, and that's it. The only other offensive ability in the base class is the capstone: Foe Slayer at 20th that lets you add Wis mod to damage once per turn when attacking a Favored Enemy. (Why is this capstone so terrible?!)
Beyond that, I'd never nuke the Fighter. Or, rather, I'd nuke every other class before Fighter. D&D and the Fighter are synonymous for me. The game started with the Fighting Man.
As for abilities that are useless, I hate Turn undead way more than Indomitable. So much class space, dedicated to forcing Cleric into an Anti-Undead bomb. one or two times a day. And only against undead, these abilities are wasted if you are fighting anything other than undead. Also, your other Channel divinity Options might be better than Turn Undead anyway, so it might not even be used in fights against undead...
Turn undead doesn't bother me only because
nobody gets just turn undead. The other channel divinity option is essentially the
actual ability that you get, and that's how I've looked at it since the game came out because, yeah, turn undead is a waste of an action. I certainly wouldn't call it a huge amount of class space, though.
Now
Destroy Undead is a terrible ability. I'll agree with you there. That should not count as your class ability at the levels that increases. However, it only actually does that once: At level 14. Every other time you get the ability, you are either getting a new spell level or getting another ability at the same time. Cleric 14 is actually a totally dead level, however, which is pretty rare overall.
Generally speaking, though, getting extra uses or increasing the power of an existing ability really shouldn't count as the named ability for a given class level unless it's a
major upgrade like a new spell level. I always think, "Hey, Rogue doesn't have levels that say, 'Sneak Attack +1d6' at every odd level and that's a major ability. Why does this class basically do that for incremental upgrades to this minor ability?"
I oppose you completely on the idea of short rests. I wish all classes had more stuff that recharged on a short rest, so that there was actually a reason for short rests to happen. Either that, or all classes recharge on short rests, and the only reason to long rest is to recharge hit dice. It would require some tweaking, but I am working on a few ideas. For example, Wizards could get 1-2 of each spell slot up to 5th level on a short rest, and 6-9th levels recharge on a long rest.
Yeah, I've no interest in the game being like that. It certainly would work mechanically, and might even be more balanced, but it starts to lose the feel of D&D to me. I'd be more of a fan of doubling or tripling the number of uses of most short rest abilities and making them long rest. Exceptions should be made for abilities that characters should essentially have every combat (Action Surge, I'm looking at you) and those should be on a 5 or 10 minute cooldown. If we can track spell duration, we can track a 5 to 10 minute cooldown.
The core issue either way is that the tension between short and long rest doesn't actually make an interesting or hard decisions for the game. It just makes the players argue and disagree about what to do. That's not interesting; it's just disruptive and time consuming and leaves players unhappy.
I agree on the six saving throws, and think it should be down to 4, with Dex and Str being interchangeable. Fireball? Dex or Str, Players choice. Necrotic/Paralysis? Con save. Something that requires will? Cha save. Wis and Int should not factor in, IMO. Wis is purely a perception skill at this point, and I think all Casters should be Cha or Int. Int should only be used for skills, not saving throws.
That could work, if Cha weren't already used for an absurd number of skills. Cha doesn't need help.