Agreed 100%.I reiterated my stance that the Battlemaster is what the Fighter should be. The Maneuvers system and superiority dice should be the baseline for the Fighter class (and really, many of the other melee classes) the same way that Spellcasting and spell slots ares the baseline for all the magic classes. And to throw that system by the wayside is just stupid.
In fact not only did I tell them the exact same thing in the survey under general comments for the Fighter class, I've even worked up how to do that for my games. It basically works out to just giving the core Fighter class a couple of Superiority Dice and Maneuvers at 2nd level. And then at 6th and 14th level rather than getting additional feats, all Fighters get another Superiority Die and a couple more Maneuvers.
Battlemasters then would be the Archetype that gets to increase their Superiority Die type as well as even more Maneuvers as they level up, plus their own unique abilities as already written.
Truth.If you add these four archetypes to the four Fighter archetypes we already have (Champion, Battlemaster, Eldritch Knight, Banneret) and you ask someone "What's the underlying base mechanical assumption that gives all Fighter their iconic identity regardless of subclass?" what is our answer currently?
Action Surge and Second Wind.
That's it.
For Fighters though, they get a second action in a round and some self-healing. That's all. Every other meaningful mechanical feature for the Fighter currently is completely different for each and every single Martial Archetype. There is nothing the Fighter as a class has which I think is a really cool thing it gets to hang its hat on. Every single cool thing comes out of each individual subclass, and these four new ones are no different. Which I think sucks. Because it give the Fighter as a class no real identity.
Which is why I've been so confused why not a single sub-class has ever had any improvements upon those two basic functionalities.
How about a subclass that gives Action Surge one more time per rest, or increases the die type of Second Wind, or lets you reroll the Second Wind die if you don't like the result. Lots of options and design space that have just been completely ignored (well that and Fighting Styles) which frankly should have gone to the Champion.
So I made it quite clear in my survey that I much preferred the archetypes they had made previously for the Cavalier, Scout, and Monster Hunter that used the Maneuver and superiority die system of the Battlemaster as the mechanical baseline of all new Fighter archetypes. And in each case, they received a set selection of some already-in-existence Manuevers, but then also got additional new Maneuvers and features that they and only they got based upon the fluff and story of the archetype. And that what mechanical underpinnings they used for the Knight and Samurai especially could and should have easily been encapsulated within the superiority die system.
Having the core Fighter class being built with Superiority Dice and Maneuvers in mind would really clear up a lot of issues.