Yes, I know all that*. Which is why I wrote "2E" in the comment that you're responding to.
And virtually no one played 1E Bards because of their absurd complications. If you wanted to put an RPG reference in a dictionary of idioms they could be the example for "the exception which proves the rule."
*(except there were no Bards in Basic D&D, unless they tucked them into one of the post-BECMI Gazetteers. Maybe you meant OD&D? There was a Strategic Review regular Bard class).
I did mean OD&D, yeah. Strategic Review.
I'll never dispute the point that 3E built on things which came before. I've discussed many times how much spell verbiage, for example, is verbatim quoted from AD&D.
Skills & Powers with character points by level is a good counter-example of a part of AD&D which did involve level by level choices, though it also largely falls into the bucket of an exception which proves the rule, given that it was optional expansion material and to the best of my knowledge few people used it. None of the tables I ever played at; but that's obviously anecdotal.
It's definitely true that the core, basic, AD&D rules didn't have a whole lot of leveling choices (other than the aforementioned decision points on multiclassing stuff). But the point I'm making is there isn't this big generational cultural shift where "Oh, we HAVE to make it like videogames do it!" that Mearls is pitching.
It was a progression. Largely driven by designers who built on what came before and went "What if there was more room for me to design stuff?"
People who had been playing since the 70s, got hired in the 80s and 90s, designed material that would form the basis of the 2000s, as soon as their bosses gave them enough slack to do so.
2e Skills and Powers IMO was a really different, fun early attempt at creating flexible characters and I think they needed to fail at S&P before coming up with the 3rd edition approach. But again, it did come very late in the 2e lifecycle as well. I would say it was the opening salvo of the reaction to 2e (and 1e before it really) - it foreshadowed that a new edition was going to be needed.
I mean... Kind of.
Almost every new edition is just trying to compile the stuff that got added to the previous edition with a more streamlined and harmonious overall design. AD&D took what came before and struggled to put it into a 'More Balanced' framework that compiled all the previous options into something that made more sense. AD&D 2e was the same. Then came 3e building on 2e's designs. 4th edition was largely a departure... but the Book of the Nine Swords, Expanded Psionics Handbook, and more formed some of the bones of the new system.
3e's late addition of the Warlock class got made more or less core in 4e and then actual core in 5e.
I don't think Skills and Powers represented a need to develop a new edition, so much as being the codification and gameification of the materials that came before it, which helped to support a new edition by laying the groundwork of collecting material from across 2e.
'Cause with Skills and Powers in hand you had 2e's (entirely optional) nonweapon proficiencies expounded upon, the various subraces introduced in the Complete Book of Dwarves/Elves/Humanoids, classes and kits from the Class Handbooks, and a ton of other material.
Honestly? In retrospect, Skills and Powers with Combat and Tactics and Spells and Magic probably could've been a new "Revised Edition" of 2e, or the 'Real' 3e...
Huh. Microedition.