I think the problem there was rather with the cumulative -5, not so much because of the calculation but because after the second attack it became really unlikely to score unless on a natural 20.
I think they are avoiding the doubling of damage pretty well. I noticed in the Legends and Lore section that fighters will have to do some kind of recharge in order to do big damage using their expertise dice.
I was going to reply with a breakdown of how your thoughts about Paladins, I'd apply to Warlords. But then I decided against, and just to post that I found this more than a little ironic.The paladin "builds" sound more distinct than builds to me, they sound like subclasses. Which would mean that you're either a cavalier, warden or blackguard---no one is simply a paladin. I don't think this is a good idea for such an iconic class. "Paladin" should do double duty as both the name of this group of subclasses and the name of the good one, replacing "cavalier". So you would have paladin--good, warden--neutral, blackguard--evil.
Overall I'm pretty pleased with what I read in this article. I look forward to the new packet!
Druid: I'm glad that they're giving wild shape at level 1. I'm also glad that they're getting specific forms instead of being told to look through the monster manual and recalculate your entire character. That said, a hound? Huh? Wouldn't a wolf be more thematically appropriate? It's a minor nitpick, I know.
< snip the rest of a very thoughtful post . . . >

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.