ExploderWizard
Hero
I think points 2) & 3) are related - two sides of the same coin. With 4e moving away from swinginess to a more balanced and predictable style of combat, I've found that combat in 4e tends to be inevitable. If the combat is too easy, it quickly becomes inevitable that the PCs will win, at which point the players don't feel challenged and the combat becomes about grinding through the enemy HP and trying to minimise your HP/resource expenditure. If the combat is too hard, it inevitably becomes a player deathfest and/or TPK. In either situation, there is little the players can to to change things, because there is no longer the possibility of a miracle turn which swings the combat back one way or the other.
Very well put. This has been my experience as player in most 4E sessions that I have been involved in. There have been exceptions:
1) The recent gameday adventure. The action moved fairly fast and only lasted a few rounds. Our DM told us his standard of play was to cut HP in half and multiply damage by two. Judging by some reports of how long the adventure took to complete ( 7 hours

2) The new campaign we just started last Friday. After 5-6 months of spending our bi-weekly game slogging through KOTS, we dropped that module and started playing in a homebrew game. Our characters own a pawn/ used magic item shop and work as secret operatives for a young prince who is at odds with his scheming older brother and father in a large urban environment. The first session was really great,and featured more roleplaying and intrigue than combat. I think the "default" style of campaign for this edition really didn't click with us. I'm still not a huge fan of the rules in general, but a good homebrewed campaign goes a long way toward making gaming more enjoyable no matter what set of rules are used.