I want to make decisions like: "Okay, my character is a grizzled old mercenary veteran who fights with a battle-axe in each hand, is good at scouting, and can drink a dwarf under the table." And having made those decisions, I want to be able to quickly and easily translate the relevant ones into mechanical terms, without having to worry about whether I'm gimping my PC in the process.
The Heroquest rules from Issaries would do an excellent job of this, FWIW.
That's a very accommodating and rules-savvy DM you're assuming there.
Generating a fighter in 4E is a lot quicker than in 3E, and Mearls' list of respectively 18 vs. 16 steps feels bogus.
don't forgot the circumstantial modifiers (like if you had 5 or more ranks in skill x, you got a bonus in skill y)
I would say it is physically impossible for a single rpg player's guide to produce a class-based chargen with all desired archetypes instantly selectable with applicable mechanics behind them. There's just not enough room in the book, and you would never get enough archetypes listed. A classless point-buy system would definitely get closer, but even that probably wouldn't list out many more than what Mutants and Masterminds does in theirs... about a dozen. After that... it's up to you the player to design these archetypes yourself. But then we're back where we started currently in 4E.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.