4. Complete Divine. Doing a book of Divine magic and casters was always going to be hard, given that such things are so heavily tied to setting. Appaling editing and an apparent lack of playtesting/balancing (Divine Metamagic? Spikes? QUILL BLAST?!) didn't help though.
3. Complete Arcane. It has the Warlock. This is a very good thing. It also has the Wu Jen. This would have been a good thing, except that the cut and paste goblins got lazy tranferring the spells from OA, and forgot to add Wizard to them. And whoever did the school assignment needs to be punched in the face. Hard. Repeatedly. The book loses serious points here. Orb of Force as a creation?! WHAT WERE THEY THINKING!?
2. Complete Adventurer. Or as I call it, Complete Advantage. Some wonderfully interesting things in here, like Alchemy (WHEE!), loads on skills, Scout (DOUBLE WHEEE!) and the new Master of Many Forms (this Druid player screams with glee).
It does, however, have the Ascetic/Devoted lines of feats. These are all well and good, but may be the most Twinkable feats EVER printed. Halfling Ranger/Paladin/Halfling Outrider with Devoted Tracker means EVERY SINGLE LEVEL boosts your mount as both a Special Mount and an Animal Companion. And need I mention a Monk/Sorc/Enlightened Fist with Ascetic Mage? I have some powergamer friends who have dubbed this book "The Completely Broken".
1. Complete Warrior. No other "Complete" book fufilled its promise of something for everyone more than this one. And for that alone, it deserves credit. The tactical feats rock, and encourage even more tactical play (which I really enjoy!), styles are a great addition. Really, this book kept it relatively simple and everyone benefited. Only problems are in the PrC section, in the forms of Hulking Hurler, Invisible Blade and Master Thrower combo, and Warshaper. Having Marshall in the base class section would have been the icing on the cake, rather than that sad mockery of the Samurai.