Errors from previous editions which got repeated.

Aren't those both from Martial Power? While I don't begrudge Wizards selling their splat books (and I own the PHB2, and will probably pick up the MM2), if the core fighter options are genuinely underpowered, then I think they should be errata'd. That's what good game companies do: they fix things that are imbalanced, and they do it for free. Obviously, Wizards needs to make money, but if what people say about the PHB2 is true (that Wizards is doing its job better now and has learned how to design classes better), I think doing some retro-fitting to prior classes isn't unreasonable.
Bolded for emphasis. Simply put; they're not. There are many people out that there hold the opinion that the Fighter is still the best Defender class, certainly better than the Paladin and Swordmage, at least. Sword 'n board seems to be the favored build, even after Martial Power gave them more toys to play with. They're a very well-designed class. Most games I play in have banned or severely limited MP content, and plenty of players still play Fighters, and either outpace or equal Paladins and Swordmages (Swordmages and Fighters compliment each other ridiculously well, actually). I will admit that I haven't seen the Warden in play yet, so I don't know how they stack up to the Fighter, but I really doubt they'd blow them out of the water.
I really don't understand at all where phil500 is coming from, and I'd appreciate him coming back to explain his comments.
 

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The core fighter is a fine class, and the MP fighters are borderline too good.

If you're stuck with core, then the base fighter is tied for top DPR with the ranger, while at the same time being a full fledged defender.

IOW, this edition fighters have always been borderline. MP makes them outright overpowered.

Unfortunately I think that the biggest error that WOTC have continued is that they're still not throwing stuff through anyone whos goal is to break the game. Stuff like the ritualist's ring, fighter dpr, any of the infinite damage combos are being picked up by the community on the first look at the books. It's astounding that noone at WOTC can spot this stuff, and given the talent they have, I can only assume that they don't look for it.
 


Back to the OP's question (I think)--

A repeated mistake in editions of D&D: Allowing magic items to add to your numerical stats; i.e. +1 Longswords (or +2, +3, etc) or <shudder> a Belt of Strength +4. Magic items simply shouldn't add anything to a numerical statistic, as it always makes equipment too critical to character power. Instead, magic items should have magical powers that expand a PCs options; a sword that can kill rakshasas, for example. Or an axe that causes wounds that don't easily heal. Etc.
 

Solo BBEG fights in 3e didn't work (due to the whole 5 actions to 1 problem), and it apparently still doesn't in 4e (especially if the party is able to pile on disabling status effects continuously on the foe).
 

Magic items simply shouldn't add anything to a numerical statistic, as it always makes equipment too critical to character power.

This. I want to give my player's magical items, since the powers are fun, but I don't want to have to worry about giving too little. (Or too much.)
 


If magic items that gave numeric boosts (your traditional longsword +1) were eliminated, there would be rioting in the streets.

I'd support the change, but even I have to be at least a little realistic about the feasibility of slaughtering sacred cows.
 

Without having my books at hand (and I don't yet have MotP, nor am I a D&Di subscriber), I would off-hand rule that those bonuses don't stack...

Then you have the problem that an Epic Destiny power gets replicated by a single item (actually, the item is even better than the power).

And even only getting a 50% or just 25% reduction of magic item prices would play havoc with 4Es balance curve (at least people seem to believe that).
 
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