It's actually the exact opposite. The more you emphasize the importance of roles the more the focus is on the party and less on the individual.
The entire idea behind roles is to make sure everyone is good at something...and not the same something so everyone has to rely on each other in order to succeed.
In 3.5e it is possible to make up an entire party of characters who are good at everything. 4 of their members out of 5 could drop dead and they'd still be capable of dealing damage, controlling the enemies, taking damage, healing themselves, etc.
In 4e, each member of the party will become MORE important to the whole.
I hope your right. The thing that "throws me off" is how they are apparently trying to make the fighter into more of a "fighter mage", judging by the stuff in Book of 9 Swords. So if that is the direction they are taking the fighter, then I have to assume they are doing the same to all non-spellcasting classes. Which makes the absence of a Wizard or cleric less "costly".
Like I said in my OP, and others have repeated in this thread, info is still very sketchy, so hopefully when we see the "final version" they will have done a great job.
Doesn't sound like you will need to. From everything I've seen preparation will be reduced. If monsters abilities are made less complicated, easy to adjudicate and there aren't 10 abilities per creature, then I can just open to the proper page and run the monster even if I wasn't ready for an encounter with that creature. I can do that in 3rd ed, but if I haven't ran that creature before or if it's been a while I may need to take a couple of minutes break from the game to reread all their powers and make sure I have it right.
See, one of the biggest reasons I quit 3E was "prep time". Which is considerably more than I spend for other games I use, such as L5R, C&C, and Shadowrun. So 4E will have to reduce prep time considerably for me to be happy with it. Also consider that I am the type of DM that likes to be prepared for any direction the game goes in. So I did full write ups of NPC's and monsters, including treasure.
So as one of the posters have already said, it does sound like monsters will be easier to do, and with treasure being less of a focus that will be eased as well. Still, I'm not sure its going to be enough for my particular tates. Again, another wait and see until the final version is available.
This is a hard one without knowing exactly what you consider D&D. Everyone has a different opinion of that. Mine is simple: It is a game set in a pseudo-medieval fantasy world with various races where people who cast arcane and divine spells exist, and the players are larger than life characters who work together to defeat strange monsters.
In this aspect I don't see 4e being any less D&D than any of the previous editions. I see that other systems (like Hero or GURPS or BESM) could probably be used to play what I think of as D&D, but I don't like their mechanics, since most of them are designed to better suit other playstyles than the D&D one.
When I look at D&D in terms of mechanics, I hope that it encourages and helps facilitate the above definition of D&D. If it encourages teamwork over individual play, it's a good mechanic. If it encourages PCs to seek out and kill monsters, it's a good mechanic. If it increases the amount of fun the players have WHILE killing monsters, it's good. If it enables me to run in the above style smoothly and quickly, it's good.