With two short rests per long its 6 action surges too. The superiority dice likewise recover on each short rest
He also recovers 1 die every time he rolls initiative and has none.
Even without that, lets assume a standard median adventuring day at 20th level (200,000 XP for 5 PCs) of 6 encounters (with a budget of roughly 35,000 XP each) and 2 short rests.
6 Action surges, 3 second winds (1d10+20), 18 Sup dice (d12s), 3 Indomitable uses, 50 percent more HP than the Wizard, 2 extra feats/ ASI (with all the 'broken' feats like SS, CBE, PAM, GWM available to him, that have no Wizard equal).
Mate, and remember - despite people arguing otherwise, every single week we get these threads:
- Complaining about GWM or SS and wanting them nerfed, hurting Fighters the most
- Arguing for 'instant death' for falling/ getting stabbed while asleep/ falling in magma (depriving Fighters of the benefit of their core class feature - namely HP)
- Arguing for Fumble rules (that nerf Fighters the most, due to the volume of attacks they make)
- Arguing for Flanking rules (that punish Fighters who are in melee all the time).
- Refusing to police the adventuring day in any way shape or form, depriving Fighters of the benefit of their short rest abilities, and favoring casters who can repeatedly safely nova.
- Imposing exhaustion for zero HP, which punishes fighters as they tend to get hit more, and the Exhaustion penalties directly affect their skill checks, attack rolls and movement, which a Wizard doesnt care about at all.
DMs are playing their games in such a way that the punish the crap out of Fighters (Wizards dont care if you nerf those feats, they dont care about instant death for falling into magma, because that tends to happen to them anyway due to low HP, they dont care about fumble rules seeing as they can ignore spells with attack rolls, they dont care about being flanked because they're never in melee, and when they are they can get out easily, slapping exhaustion levels on Fighters cripples them in ways that Wizards dont give a naughty word about, and they like 'single encounter adventuring days' because it lets them nova in ways Fighters cant).
tl;dr - the problem isn't with Fighters or Wizards -
the problem is with DMs. They're repeatedly punishing fighters while also propping up wizards via a combination of poorly thought out house-rules, and poor management of the adventuring day.
I assure you I could step into any one of those DMs campaigns, and make those problems disappear overnight.