Yes, I think that this is the right approach for 4e - overall NPC threat level and in-setting prowess is constant, but precise stats are determined by the PCs' relative level. If the PCs are much tougher than the NPCs, make the NPCs minions. If they're much weaker, make the NPC a Solo. This is a big change from 3e, but it's still very different from making City Guards 3rd level Soldiers when the PCs are 3rd and 10th level Soldiers when the PCs are 10th.
A quibble: Snoweel and I were primarily suggesting a compression of the gap, not an elmination of it. So the ratios wouldn't be 1:1 as you're suggesting. But they would be less gonzo than 10:1.I don't understand where the reward comes from, though? If I have x10 hp and do x10 damage but the same pirates now have x10 hp and do x10 damage, why should I feel rewarded? Where's the cookie?
But where's the reward? It depends what the player wants from the game.
If the player primarily wants to play the game to win, then s/he is doing that: her PC is more complex, using more interesting and intricate powers and combinations thereof, with more feats and magic items, and the foes are also tactically more interesting and complex (compare Heroic tier to Paragon tier monsters). So the player is getting a bigger challenge from the game. The fact that that challenge is still flavoured as a pirate or a town guard is, at the end of the day, not the main point.
If the player primarily wants to play the game to explore certain thematic issues, and to make thematic or aesthetic points through his/her choices in the course of play, then many of the same points still apply: the player has a more complex character to do these things with, and has had the chance to take the game in the direction that s/he wants. If that direction still involves pirates, well, that's up to the player.
If the player primarily wants to play the game so that his/her PC wins, in the gameworld, by becoming a more powerful person in the gameworld, then there isn't as much reward for such a player (although there is some, given that the ratios won't be 1:1). Hence my view that 4e is probably not the best game for players with simulationist preferences.
I don't particularly enjoy wargaming, and don't look for that in an RPG.That the nature of play changes slowly as you progress in levels is a big attraction of D&D for me.
<snip>
I strongly disliked 3e's "20 levels of dungeon-bashing" approach, which 4e seems to follow.
Nor do I enjoy dungeon-bashing. The best 4e module I have seen so far is Heathen, in one of the online Dungeon magazines. I like 4e because it can do this sort of thing better than any other version of D&D.