I dont know about making a leader less desirable. Leaders require a certain rare mindset, one that can interpret that when another player succeeds due to the leader contribution, the glory does not belong to the other player, the glory belongs to the leader.There are a bunch if leader powers that affect all allies in an area, but not the leader himself. Many of these deal with saving throws.
Any opinions on this? Is it needed to prevent multiclass cheese, or does it just make the leader role even less desirable?
Its a bit of a yes and no answer to this. Some fights can be pretty light, and you are right, generally the leader does not have a big impact in these, but I find they are the ones the players get board with. The fights the players really cheer at when they win are the tough ones, where you really have to pull out every last little trick that's up your sleeve.The problem with 4E leaders (case-in-point is a bard) is that they don't really contribute much to the efficiency of the team except in the very toughest of fights.
- Healing? Not really needed in most fights, and many builds can self-heal.
- Buffs? All classes have better self-buffs than what the bard hands out.
The problem with 4E leaders (case-in-point is a bard) is that they don't really contribute much to the efficiency of the team except in the very toughest of fights.
- Healing? Not really needed in most fights, and many builds can self-heal.
- Buffs? All classes have better self-buffs than what the bard hands out.
Tell this the warlord who is giving out extra-attacks, attackboni and damageboni every round...Leaders is the most defensive role.

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