I really don't like the "everything scales at the same rate" feel of games like C&C, where a 1st level character fighting a 1st level monster, saving against a 1st level spell, or trying to disarm a 1st level trap has the same chances of success as a 5th level character fighting a 5th level monster, saving against a 5th level spell, or trying to disarm a 5th level trap, who has the same chances as a 9th level character fighting a 9th level monster, saving against a 9th level spell, or trying to disarm a 9th level trap does (and so on). It makes the game boring, predictable, and samey and at least somewhat defeats the purpose of having levels at all.
I greatly prefer the game changing feel as characters level up -- low level characters pretty much suck and have bad chances at just about everything and have to depend on luck or wits to survive, mid-level characters are in the 'sweet spot' where they've got a little better than 50% chance of doing most things, and high-level characters can reliably count on succeeding at most die rolls -- and rather than seeing the designers get rid of that aspect of play and make it so "everything is mid-level," I'd rather they had provided ways for the GM to customize the game to prolong whatever aspect he prefers (i.e. if the GM wants to run a "gritty" campaign where the players are always on the brink of disaster he could do so without having to worry about the feel of the campaign changing once the characters hit 5th level; likewise a GM who wants a super-heroic campaign could start right off with it without having to first play through 5 levels of gritty and 5 levels of heroic).
I greatly prefer the game changing feel as characters level up -- low level characters pretty much suck and have bad chances at just about everything and have to depend on luck or wits to survive, mid-level characters are in the 'sweet spot' where they've got a little better than 50% chance of doing most things, and high-level characters can reliably count on succeeding at most die rolls -- and rather than seeing the designers get rid of that aspect of play and make it so "everything is mid-level," I'd rather they had provided ways for the GM to customize the game to prolong whatever aspect he prefers (i.e. if the GM wants to run a "gritty" campaign where the players are always on the brink of disaster he could do so without having to worry about the feel of the campaign changing once the characters hit 5th level; likewise a GM who wants a super-heroic campaign could start right off with it without having to first play through 5 levels of gritty and 5 levels of heroic).