Perhaps I'm using the terminology incorrectly.What does 'too many things' have to do with exception-based design? They seem like unrelated things to me. D&D has always a ton of powers and whatnot. 4e tends to give them to every class but even old school editions have them.
My concern is that it's not just one special ability that needs a full paragraph description of very precise language. It's four ... or more (at 1st level). It's having nearly everything your character can do be a different bonus (or penalty), targeting a different defense, with a variety of different effects that can happen 1) partially on a miss; 2) dependent on a saving throw of the enemy; 3) differently based on the type of weapon used; or any other of a variety of factors.
The player with such a character may...
1) ignore these abilities to the ruin of the character and his team
2) print them out on cards or character sheet addendums (6 pages or more)
3) track the abilities on a phone or tablet
4) stop to look up the abilities every round in a 300+ page rulebook - or perhaps across multiple books depending on splatbook integration
5) constantly have their hand held by the GM who tries to remember all this information for 4-5 players