AbdulAlhazred
Legend
By that logic, the much greater damage options of weapon-using strikers also devalue all non-damaging spells. No?
No, because you are comparing different classes with different sets of powers. When you say "OK, wizard, you can do more damage if you have superior implement X" then that relatively devalues all the wizard's power options that don't involve doing damage. Theoretically improved weapon damage options devalue non-damaging weapon attack powers, but since these virtually don't exist its a moot point. There are a goodly number of spells OTOH which don't do damage.
I think the space is in exclusivity -- the key to things like this (and to diferent weapon types, and to racial feats and multiclass feats and dragonmarks and channel divinity feats) is that rather than presenting a single upgrade set, you present a set of exclusive upgrades -- thus, sure, as a whole you're upping the power available, if you do your job right, none of the options are clear winners compared to the others. The current space for implement prof is because there's a clean void on the implement side where on the martial side you've got not only superior weapons, but weapon type specific feats, weapon-specific multiclass feats, etc. The implement side has nice things like the White Lotus feats, but exclusive feats are allowed to be better than stackable things, for very good reasons.
The way -I- would do it is that rather than having a superior implement at all, you have a bunch of implement specific feats, each of which is exclusive (eg, an Implement Mastery by another name). Take it, and all implements of that type are much better for you in some way. Another option is to have proficiencies (and superior implements don't get their specials for you if you don't have proficiency in them, or something). But there's certainly space in the design -- particularly since you can support pretty much any type (one space I didn't hit was an implement that gave save penalties, but that's another obvious place to go).
There's nothing wrong with presenting different ways to up damage, but in the end how many really need to exist? Superior weapons HAD to exist because the game needs to provide mechanics for a whole range of real world weapon options which players are going to expect to be present in the game. Having a progression short sword -> long sword -> bastard sword isn't really optional. No such logic applies to implements since the designers are free to decide what does and doesn't exist in the game WRT implements.
I'm not sure I really hold with the concept that weapon users have been extra specially favored overall either. They have a bit more in the way of stacking various damage (and to some extent to-hit) bonuses, but weapon based powers ARE fundamentally more limited. Casters have AoE type effects, a lot more ability to impose conditions of various kinds, etc. I'll grant you that weaplement use has opened up a kind of a hole in the rules that casters can crawl through to get some of the best of both worlds, but at least its a very feat intensive process. I think it would be fine to throw in some feats to put regular implements on par with that and I guess we'll see if superior implements are going to do that but I don't really get why they need to be a whole new class of equipment or what that buys us. Seems to me its a whole new subsystem that has little mechanical justification and the effort and page count might be better spent on something else instead.
Anyway, we'll see what the scoop is when PHB3 comes out. I'm not anticipating anything amazing but I'll be perfectly happy if they've managed to figure out some clever new thing that really adds to the game.