tyrlaan
Explorer
Actually, the power lists make more classes coexist next to each other more easily. When 90% of what a class gives you is summed up in hit dice and attack bonus, its easy for them to step on each other's toes. With more ingredients in the mix, a wider variety of flavors can be crafted.
I'm a bit confused by your comments. Each sentence seems to contradict the prior. Did you intend your "90% of what a class gives you is summed up in hit dice and attack bonus" to refer to 4e as well, or is that a stealth 3e bash (that makes no sense to me)?
At any rate, I happen to agree that there is not a class glut and there will not be any time soon. Has anyone here played Earthdawn? That system was much more prone to class glut because each class was even more polarized than the 4e classes. In most cases, once you played class/discipline X in Earthdawn there was little point in playing it again. WotC made some smart decisions with 4e by providing a nice amount of power selection for each class and several build options. So, for example, you could play at least 4 fighters before rehashing a large portion of material. My point here is that 4e classes are not one hit wonders, so new 4e classes don't come into being to prevent boredom, but to fill new niches and themes (perceived or actual).
We will see a ton of classes for 4e because of (a) the above, (b) the fact that businesses like to make money and WotC is no different and (c) the focus of a 4e class is severe enough to allow plenty of room for more classes.
Of course whether this is class gut to you or not is really personal taste. Some people see each class as its own special snowflake while others just see a list of powers rebranded. If you're in the former camp, you might never feel there is a class glut. If you are in the latter camp, there already is a class glut.