I agree with what Razz posted. However, I pretty much don't like the content of most WOTC DND supplements. The non-setting books that I have seen and was disappointed with are (and, yes, this is all my opinion):
Book of Exalted Deeds: I can't find anything good about this book
Complete Adventurer: a few of the PrCs, feats, and spells were interesting and there arethe expanded skills. Unfortunately, what I consider interesting content in this book is a relatively small portion of the content.
Complete Arcane : It took about ninety pages before I found anything interesting to me
Complete Divine: It took about hundred plus pages before I found anything interesting to me.
Well, not exactly. The Spirit Shaman would have been of interest had the Green Ronin version, imo, not been a much more superior take (and, by nature of the GR book, a more detailed and interesting examination of the topic).
Complete Mage: one of the two better books on the list, but it still took me fifty some odd pages before I found anything remotely interesting and then the last portion of the book again seemed like padding.
Expanded Psionics Handbook. We get a spell point system which is cool. I just did not care for everything wrapped around it and trying to redefine everything is too much work and to much to ask of the players to remember. I would rather just use the spell point system from Unearthed Arcana. Besides, for psionic/mental powers, I prefer the skill and feat approach of both Green Ronin's Psychic's Handbook and WOTC's own handling of the force in Star Wars.
Frostburn
Magic Incarnum: Terrible fluff made me uninterested in what might actually be interesting mechanics for representing the harnessing of chi/ki had the writers gone with that approach.
Monster Manual 3
Monster Manual 4
Players Handbook 2: The other of the best two on the list. I liked the cleric and fighter variants. I liked the Druid variant shapechange (well at least part of it. I don't like Forest Avenger or Elemental Fury). I also liked the polymorph spells, many of the feats, and Afilliations. However, there was still a good portion of the book that I did not like or consider to be wasted space
Races of Destiny: Well, I would use a few of the spells in my campaign- there, I actually found something of use
Races of the Dragon
Races of Stone: The one item of interest was Goliaths.
Races of the Wild: Well, there was expanded skill use, a few spells, and the catfolk (should I ever decide to place such a race in a world)
Savage Species: Well, we got player info for the half-ogre and thri-kreen as well as stats on the hippocampus. Otherwise, a way too mechanical approach to balance that often produces results which fail from a narrative perspective.
Sandstorm: a few good spells and feats
Tome of Battle: I disliked the flavor and mechanics for a standard game. Also, if I want Anime or wuxia influence, I'll run a game in Mutants and Masterminds or BESM
Tome of Magic: The systems introduced were completely uninteresting to me when I looked over the book.
Weapons of Legacy: I am a fan of items that grow with the characters and have used it since 1e. However, as with Savage Species, the rules are way to concered with mechanical balance for my tastes.