There's more to pre-4e D&D than "wizards with only daily spells." The main problem that the old-schoolers (myself, anyway) had with 4e was that it was designed around the combat encounter as the basic unit of gameplay, which does not support an old-school playstyle (e.g., in my experience, you can't really do a proper dungeon crawl in 4e). For 4e to appeal to old-school gamers, it would need to have quicker combats with fewer and simpler decisions (which would require a redesign of all the content), and core rules that emphasize combat-as-war (which would require a redesign of the core rules) -- basically, a different game.
Or, you could just half all of the hit points, double the damage output, and reduce healing to one half to three quarters capable. Problem solved.
Have you tried this? I think this would break the game (since all the XP targets are based around the PCs starting every fight at full).
See above.
On another thread: I understand your point about decision making in combat. That can be a chore at times, but to be honest, I'd rather have choices than spend the same amount of time processing the description of the DM; just to roll a D20 a bazillion times with no real change in what it does. (1D8+modifier)
Last edited: