If the fighter requires the mage or cleric to craft wondrous item the gauntlets of ogre power +6, then I'd say they're still working as a team.
I've almost never seen this done. In nearly every game I've played, the wizard has broadly steered clear of item creation, and even in those when he has, the party needs to make use of incidental downtime. Very rarely does a party willingly sit around whilst the wizard makes items- they would normally just buy it from an NPC. That's IME of course, but from the various threads on item creation rules, I think that that is probably the case in a plurality if not a majority of cases.
You'd play a spellcaster for the same reason you played them in every previous edition of D&D- for the spells and abilities that they possess that no other character can even begin to approximate. Mass damage spells- check. Planar travel and teleport spells- check. Utility spells- check. The only things that have been taken away were the changes in 3E that made spellcasters overpowered in some circumstances
Mass damage spells- nerfed due to higher monster HPs, worse Reflex DCs and/or nerfed outright (Horrid Wilting)
Planar travel and teleport spells- nerfed with shorter range.
Utility spells- the most common of which (the buffs) have been nerfed.
Yes, they did away the worst elements of 3e. Haste was justified, and I had already house ruled Harm (and Heal vs undead). Polymorph nerf I could live with, Hold I just about sucked up, but with the buffs, disintegrate, Horrid Wilting, GMW, etc. it became not merely rectification but ruination.
Spellcasters still have thier place in every game, and we've only seen a small amount of spells being "nerfed". Spellcasters have a LOT more spells than just the tiny amount we've been shown changed
Sure, spellcasters are still playable, if one is prepared to play a significantly weakened class. As for them having a LOT of spells, a LOT of spells are never used. Most of the nerfed spells are the ones used regularly by casters. If Sequester, Protection from Spells and Guards and Wards are still as powerful, this is hardly a compensation.
We are talking about disintegrate, yes?
Okay, 11th level caster vs. 11th level lich. Lich has +5 Fort save (assumes +2 cloak of resistance); caster has DC 22 (20 Int, Spell Focus, 6th level spell). Lich has touch AC of 17 (includes Mage Armour, Ring of Protection +2), caster has +6 to hit (Dex 13). Caster hits 50% of time, lich passes save 20% of time, so aggregate damage is a whopping 45 points of damage. The average lich has 72 points. In other words, no, hong, disintegrate can't kill the lich.
If you can't use that couple of rounds to dispatch him, you're doing something wrong
Or fighting an intelligent opponent. Remember that coup de grace is a full-round action which provokes an AoO. Of course you can co-ordinate strategies, but in any event the DCs are going to be lower so a strategy based around Hold is far more likely to go awry.
If the tanks get pumped up enough, hopefully they won't be running away so much, and so the wizards won't have to get into melee themselves.
No, the reason that wizards are forced into melee is because the tanks charge them. Wizards are still dangerous, and coupled with low HPs and generally low AC, this makes them obvious targets.
Average high-level melee damage is ALREADY well in excess of 100 points per round. However, they are also facing OTHER things that can dish out 100 points per round.
That's *exactly* the point. In 3.5e, it will therefore be more than 100 per round. Wizards can just about keep up, but they sacrifice HPs and AC just to do a comparable amount of damage. That's not a tradeoff. In 3e, wizards have better offensive capabilities but more obvious weaknesses; in 3.5e, the wizards have merely comparable offensive capabilities but retain their weaknesses. If WotC wants the nerfed wizard in offense, it should give some defensive compensation, such as a higher hit dice or possibly light armour proficiency.