AbdulAlhazred
Legend
I hear what you are saying but I do think that WotC does listen, and hence is listening to the many voices like your own that feel that essentials could be detrimental to the game. Given that, I do think the material coming out now is expanding the latest addition to the game. It makes only sense that they would want to show how those options can grow, be expanded upon and create flavourful class variations.
Yep, it might seem messy at the moment, but there is a lot we haven't seen yet, like how this will affect the character builder and class creation, which classes have access to which powers, feats etc. Personally, I'm going to keep playing with pre-essential classes. But some interesting options have come out that those classes would like to poach. So I'll reserve judgement until I see the big picture. For now, after having seen what they did with the assassin, I remain quitely positive about the whole thing. It's not going to hinder my game, but hopefully it will improve others games that do prefer this kind of character.
Except the problem is the EXISTENCE of so many redundant but mechanically VERY slightly different options. I don't have a problem with what Essentials IS, I have a problem that it is AT ALL. The other night one of my players expressed a desire to play a fighter. Now this player is not super rules savvy and I'm not even sure owns any 4e books at all outside of a PHB1 and a DDI subscription. Right now this instant she can go into CB and already will see a substantial number of options, 5 builds of Fighter, 3 builds of Barbarian, at least 3 of Warden, all of which could be interesting. Why does she need at least 2 MORE subclasses of Fighter that will soon pop up in her CB? What character can you build with these that you couldn't build before? What advantage is there to having them. Worse they are JUST enough different that a whole slew of new feats and changes to existing feats had to be added in, which just adds MORE clutter.
Basically the players I have are smart players but they are typical players too. They don't care about having 9812 different feats to have to wade through. More than that ironically with all that material the most common situation we run into is someone wants to do X with their character and cannot because you have to deal with so many different requirements and interactions and restrictions and they really have a hard time seeing the forest for the trees. More trees ain't going to make things better.
I mean in theory if Mike and his merry crew wanted to go wipe the slate clean and start over and build a game that used Essentials style classes and could make things simpler and better by doing so that would be fine, but that is also not what is happening here. The reason I say Essentials is likely to hurt the game more than help it is that out there in the real world the biggest enemy of 4e is its own sheer size and the difficulty of players getting hold of all the options. Adding MORE options is not a cure for that.