Short summation: Agree completely with the OP. Full attacks are quick and easy to resolve for me and most non-newbie players I've seen, I seldom take more than a minute full attacking, even when mixing in trips and stuf with them. And no, it's not hard to track the bonuses. You know the first one you swung with? Take 5 off of that. Got another attack. Another 5 off. Not very hard mental gymnastics...
I think that's probably the key - when you can pull it off. With each subsequent attack being 25% less likely to hit, a wave tends to be rare.
People often note that 3E advances attack bonus but not AC, and gripe that it's a clear fault of the system. In actuality, it's like that on purpose, for the very reason you stated. At higher levels, AC just simply doesn't (usually, it can be twinked, of course) keep up with primary attack bonuses. Boosting AC at later levels isn't to avoid gettig hit entirely. It's to avoid iterative attacks and not make yourself easy bait to use Power Attack or Combat Expertise on. And 3E has plenty of beefy low AC monsters at most levels of play, it's not nearly as regimented as 4E in that regard. Plus...touch attack combat maneuvers (or ones with no attack at all, like bull rush). So yes, iteratives CAN be useful, in many circumstances.
Edit: And to add to this, full attacking meant some weapons were completely useless. Like crossbows. Because bows could do a full attack and crossbows couldn't, crossbows were used as nothing more then "the weapon wizards use at level one," and that's really pathetic for a weapon. Or take characters with two weapons. High dexterity, dual blades, you'd envision them dancing around the enemy, twin blades flashing as they dodge and weave, right? Nope. Turns out they just stand there with the enemy and both of them just punch each other in the face like rock'em sock'em robots.
1. Barring Rapid Shot, a feat only dedicated archers will have at all, let alone early on, Crossbow isn't an issue till level 6+. Also, it's a simple weapon and costs much less, making it available to many more classes. Also, it can be fired while prone, so in an archery shoot out, the crossbowman has +4 AC. Also, the Rapid Reload feat.
2. That's what Dervish is for. And as far as "imagining" things, two weapon fighting is not very practical in real life, and I don't think running around flailing your arms would make the situation much better.
That doesn't discourage it though, it just degenerates the battle into "I attack" "He attacks" "I attack" "He attacks" "The wizard is bored and casts Win The Battle."
Yay, internet claims not supported by many people's game experiences!
Third one: Nope. Can't do a five foot step in the middle of a full attack, can't quickdraw during a full attack.
Sixth: Nope. Can't quickdraw on a full attack.
Yes you can. Yes you can. And yes you can, again. Dandu, put up the Obama poster, please?
Ignoring the little squabble that's broken out, I dislike full attacks because, again, they encourage players to stand there and trade blows. All you do is attack a couple more times. Oh, how exciting!
Or you can obtain pounce...
It essentially discourages attacking, since the attacking combatant gets only one attack, while the defender on their turn gets their full attack routine.
Reminds me of a bodyguard character I had. He was a very cautious lawful type, didn't like to act rashly. Refused to ever take the charge action (if it was necessary to save a comrade, he would have, but it never came up), and often held back from approaching the enemy first. He'd sometimes ready attacks for when someone came near, so he could hit their (charging) AC, get put just before them in initiative from then on, and then next round unload a full attack on their (still lowered by charging) AC to punish them for their brashness. Buffing AC with total defense and similar was also common before the enemy went for the first strike on him. Anything to make it more frustrating for the other side if they acted aggressively first. Fun to roleplay.
On a more serious note, winning in 3e is often most efficient when you eliminate enemies as fast as possible. So I like that there's a built in drawback to being the first to engage.
Not to mention that the last attacks are unlikely to hit except against poorly armored opponents, who are more likely than not the exact same opponents that an extra couple of attacks won't be needed to kill.
Do I really need to post links to mid and high CR monsters with low ACs? Or again mention combat maneuvers, as others have?
1) For the most part, they're feat intensive. Either you have to have the feat to try 'em (stunning fist, that arrow-pinning thing) or you really need to have a feat to before you have much chance of succeeding (tripping, disarming, using exotic weapons like bolas or a whip). Because they're feat intensive, most player's really won't be able to try all of them.
You make some good arguments, won't disagree with most of it. But I don't think everything is so feat intensive. Plenty of weapons let you trip without provoking, and barring a big monster or someone optimized to using that maneuver, str checks aren't easy to get a lot of variance with, so you have decent odds of winning. With disarm and sunder it's attack rolls, so anything like aid another or flanking that'd help to hit helps them, too. I personally enjoy tripping someone and then disarming them. They have -4 on their melee attack, you have +4. There's lots of cool synergies you can find to help with maneuvers. Bolas don't require a proficiency, -4 to hit on a ranged touch attack isn't too bad, and proficiency does nothing for the actual tripping check.
As far as provoking AoOs, first of all if the enemy's already used one in the round you may as well have at it with combat maneuvers unless he has Combat Reflexes. Secondly, if you manage a superior reach (like say...a reach weapon), you can use maneuvers without the Improved feats without fear of reprisal. My current Guisarme user disarms people from a safe distance on a semi-regular basis w/o the feat.