Then this is a fundamental disagreement through which I very much doubt common ground can be found. A game in which a core character choice that is presented as utterly valid is similarly utterly unable to compete with another core character choice is a poor game. A poor game.
Then the most popular RPG ever, ever!, is a poor game

Before 4E, all editions of D&D has a wizard much more powerful than the fighter. Yet, I have witnessed some people actually having fun playing this game. (And, were it not for the objections in this thread, I would admit to having participated in said fun

).
SkyOdin said:
think that is a painfully short-sighted position to take. Who the heck would play the fighter in that situation? What is the point of playing a fighter in that kind of game? Why shouldn't everyone play wizards? Why would playing a fighter be any fun in that style of game? It might be fun for the wizard, but it would not be very fun for the fighter at all!
I've played a wizard, a monk and a dwarf fighter in long-winded 1E campaigns that reached high level. I've played a bunch of other classes too. I've DMed a number of campaigns, in 1E and 3E. I can't say that I had more fun with my wizard than with the other PCs, and I can't say that players told me they have less fun with their thieves, assassins, barbarians, fighters or other non-spellcasting class.
On the other hand, I've played and I DM(ed) a few 4E campaigns, and this edition, for all its balance between the classes, lacks the luster of the other editions I've played.
I contend that balance between classes is not a goal that ought to be searched. When nohting is worse than the rest, nothing is better either.
Now, I agree that allowing the fighter to be efficient in battle is of course desirable. I agree that aiming to make the fighter a fun class to play is of course what you want out of the game. I'm just saying, in trying too much to allow the fighter to jump as far as a wizard flies, to hit as hard as the fireball, or to gate demons in with his sword, you don't have a fighter and a wizard anymore, you have two wiz-ters or fight-zards. You end up with 4E-style characters that, for all their strong mechanics, all do an area burst 1 within 10 that deals 1d8 + Ability_Mod damage. They're the same. One does it with his arrows, the other with his fireburst.
Bring back the magic that scares, that hurst, that's unique. That's what I hope. Taking the magic out of the game was 4E's worst flaw, in what is otherwise a very interesting game mechanic.
(Not trying to flame an edition here BTW, I still play a 4E game and none of the prior editions. Just highlighting my point.)