Here's what's great about d20M.
I have seen folks go back and forth about which system can handle X or Y concept, and that's all well and good and a good litmus test on some level for a game. But since both games can handle lots of character concepts, because they're both well-designed games, that's not very instructive.
What is amazing about d20M to me is that you can do the SAME concept so many different ways.
[Sblock]Strong Martial Artist (Strong Hero 3/Martial Artist 3): CR 6; Medium-size humanoid; HD 3d8+6 plus 3d8+6; HP 40; Mas 14; Init +1; Spd 30 ft; Defense 15, touch 15, flatfooted 14 (+0 size, +1 Dex, +4 class); BAB +6; Grap +11; Atk +9 melee (1d6+5, weapon), or +7 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +5, Ref +5, Will +2; AP 3; Rep +0; Str 16, Dex 13, Con 14, Int 12, Wis 10, Cha 8.
Occupation: Military (Knowledge [Tactics], Move Silently)
Skills: Balance +4, Climb +6, Craft (structural) +4, Escape Artist +4, Handle Animal +2, Hide +4, Intimidate +2, Jump +9, Knowledge (Tactics) +5, Move Silently +5, Swim +6
Feats: Archaic Weapons Proficiency, Combat Martial Arts, Combat Throw, Defensive Martial Arts, Dodge, Mobility, Power Attack, Simple Weapons Proficiency
Talents (Strong Hero): Melee Smash, Improved Melee Smash
Talents (Martial Artist): Living Weapon 1d6, Flying Kick
Possessions: weapon, weapon; Wealth +6[/Sblock]
This guy is all about offense. Good HP, excellent BAB, Melee Smash makes his unarmed damage 1d6+5 without using Power Attack.
[SBlock]Fast Martial Artist (Fast Hero 4/Martial Artist 2): CR 6; Medium-size humanoid; HD 4d8+4 plus 2d8+2; HP 33; Mas 13; Init +3; Spd 40 ft; Defense 19, touch 19, flatfooted 16 (+0 size, +3 Dex, +6 class); BAB +5; Grap +7; Atk +7 melee (1d6+2, weapon), or +8 ranged (1d6+0, weapon); FS 5 ft by 5 ft; Reach 5 ft; SQ ; AL none; SV Fort +2, Ref +8, Will +1; AP 3; Rep +1; Str 14, Dex 16, Con 13, Int 12, Wis 10, Cha 8.
Occupation: Adventurer (Jump, Survival)
Skills: Balance +11, Escape Artist +11, Hide +13, Jump +9, Move Silently +13, Survival +6, Tumble +9
Feats: Archaic Weapons Proficiency, Combat Martial Arts, Defensive Martial Arts, Dodge, Mobility, Simple Weapons Proficiency, Spring Attack, Stealthy
Talents (Fast Hero): Increased Speed, Improved Increased Speed
Talents (Martial Artist): Living Weapon 1d6, Flying Kick
Possessions: weapon, weapon; Wealth +6[/SBlock]
This guy is all over the field of battle. Doesn't do as much damage as the Strong Martial Artist, nor does he have as good a BAB. However his movement and defense are higher allowing him to take much better advantage of his Flying Kick class ability, Mobility feat and Spring Attack feat. He also has much better skill selection. His saves are also worse overall.
And you could do martial artists based off the Tough, Dedicated, Smart and even Charismatic classes as well.
d20M doesn't pick your archetype and slot him into a combatant or non-combatant. It lets YOU do that.
I know some will say "but feats!"
Sure, a game could allow you to customize your character using feats, but the basic classes in d20M go well beyond that, influencing your character's BAB, saves and skill points. And of course talents (the class abilities that let the Strong Martial Artist do more damage and the Fast Martial Artist move faster) are abilities you can't acquire anywhere else.
Watching a character in combat, you can feel the "legacy" of his basic class in how he plays and what things he's good at when he's 15th level, even if he and another character took the exact same advanced class.
In other words, d20M models the majority of movies better than any other game. Did you ever watch Saving Private Ryan, or Bloodsport, or Lethal Weapon and try to slot the main characters into their classes?
In many cases you end up with "Soldier, Soldier, Soldier, Soldier". But each is a different KIND of soldier. Hence the ability to use basic classes to make each soldier a completely different kind of character, some of whom won't be combatants at all.
Chuck