Which is great. It should be possible to make both a stealthy, sneaking cutpurse type of rogue and a fast moving, daredevil, swashbuckling robber, etc ... but when the 'optimal' one is a charger, that does mean that a backstabber is "better off" being in your face than sneaking up behind you ... which does seem a bit counter intuitive. The "classic" theif is subpar compared to Leroy Rogue-ins.
Which is my complaint mostly. They do give the Executioner a few hide things (but in a clunky "you must be hidden to do this" way). There are some practical applications (suprise rounds, opportunities to cdg, making yourself hard to be attacked or hit), but really, the whole hiding thing is difficult to pull off, hard to keep when you attack (which you should be doing) and doesn't give a ton of benefit when you do it, which is a big reason why the shade is looked down upon, as the only classes that really want stealth get it auto trained anyway.
Still, it would seem that they should try and do something to make it so that, at the very least, an assassin is better of being a ninja than a pinball.
Unfortunately, when given feedback, WotC didn't seem to care very much that playing in a certain archetype mattered more than actual effectiveness at a role. That's their general mentality to keep a deformed "balance", I guess. They want the Executioner to be a sneaky killer and a poisoner. Those rules, in D&D as a whole, are not very effective in general (and charging and weapon damage are just better supported than any other option in the game). But that's what WotC wanted, regardless of whether or not it works in our games: it works in theirs.
WotC got exactly the Executioner they wanted via "play testing". And by that, I mean they got rid of the CDG loophole from the initial article. At least you can switch items as a free action now. . . ?