And martial design keeps being done in a way to prevent the fantasy it's supposed to be servicing.
That's the problem.
No kid picks up a stick and pretend they're just swinging and doing 'big damage'; they pretend to be badasses. Something martials aren't allowed to be because 'verisimilitude' or 'simplicity' or 'the stick isn't magic' or some other excuse.
Something Ive noticed to be very reoccuring in these arguments is the seeming underlying assumption that all Martials are Champion Fighters, one of the few combinations you can point at that have genuinely nothing going for them in this regard.
Meanwhile, IIRC, things like Samurai have one of the highest damage outputs possible without even having any explicitly magical add ons. And then you have things like the Rune or Echo Knights that, while their abilities are magical, don't play anything like mages mechanically.
And thats just Fighters. Barbarians have all kinds of things that push them in this direction, and Ive never seen a Rogue who didn't find it satisfying to rack up Sneak Attacks.
And then you get into the martial/casters like Rangers and Paladins, both of whom aren't always played like mages. Like, theres a reason why I was incredibly pissed to find out they replaced something like
Whirlwind Attack and
Volley with a crummy naughty word spell.
And all of this before you get into things like the already litigated to death Improvise Action that all of these classes can benefit from.
As said, the problem is not non-existent, but it isn't nearly as severe as some want to keepr asserting it is, particularly when the bigger mechanical problem is that caster design is fundamentally flawed in the first place.
Chasing martials up a mechanically dysfunctional tree isn't the right way to address all of these issues. Nerf mages into the ground and get their house in order,
then fill in the gaps to bring Martials to parity.
This is where I wonder what level of mechanical distinction is truly necessary. Is 'Second Wind' a problem? Or 'Action surge'?
Because their entire mechanical identity is "on your turn you do a thing, and you gotta rest before you do it again"
This would seem to be just as usable a mechanical template for higher impact abilities as it is for Action Surge and Second Wind.
Im pointing more at the over-suggested Maneuver system.