Both of the new design paradigms (well, new for D&D, anyway) are excellent and will, ideally, excise their predecessors from the core rules of the next edition.
In particular, avoiding dead levels is something that should be obvious. I never NOT get points for completing a task in HERO, Gurps, BESM, RuneQuest, etc. Honestly, I don't think I've ever had a PC with a dead level; as soon as I see nothing in the Special column (or, worse yet, nothing more than +1 BAB or +1 to one or two saves), I start searching for another class that fits what I'm doing with the character. Spending XP to gain nothing does not appeal.
I do not agree, however, that gaining a new spell level is a dead level. There are basically no more powerful abilities in the entire game!
I can see why per-encounter balancing rubs people the wrong way - not just grognards, but
"realism" type simulationists and a certain type of gamist. I couldn't care less about the realism and prefer the tactical structures created by per-encounter balancing; as far as the story and characters are concerned, per-encounter seems, generally speaking, better, since you don't have the enforced resting paradigm to deal with.