More options doesn't have to mean more power. It was this way in D&D, but it doesn't have to be. You can be given options that all suck compared to the optimal solution.
In a way, that's how I experienced my Fighter in the Shackled City campaign.
He was "specialized" in different combat maneuvers (Improved Trip, Bullrush, Disarm, Grapple and so on). That was neat, except the only ability I could consistently use was tripping, while the rest was disappointing in effect for the most part.

) One time, we had a temporary player running a "traditional" Fighter that picked Power Attack and all the Weapon Focus feats he (or rather: she) could find. I had far more choices (Expertise, Power Attack, Trip, Disarm, Grapple, Sunder) then she in combat, but all the choices she could take where typically better then mine - she out-damaged my Fighter. Heck, I even had more face time thanks to Combat Reflexes and some reactive ability that allowed me to trip a dodged opponent if he missed.
The only time I'd say there was a kind of "balance" was when I could trip (since this greatly reduces the enemies combat power), but that wasn't possible as often as I liked. And ultimately, still a boring choice, boiling down to two choices.
I think getting the "gamist" balance and the "fun" balance right between differently complex character classes is very hard - and it might be impossible.