Valiant said:
"Modern classic" is the problem. This is a fantasy game set in a sword and sorcery period, not the local tatoo shop or thespian guild, modern elements only pull you out of that setting (btw 3E was just as bad).
For the most part, I think the characters are depicted with classic elements (NOT a lot of tattoos, piercings, huge weapons, et cetera); I think 3E is a far greater "offender" as far as that goes. The style C&C uses often has a more modern look to it, but I don't think it's the way the PCs are dressed/groomed that makes it so.
Also...the art...doesn't focus on the setting or action (which IMHO is the point of art in RPGs)
Be careful with the action criticism. Many, many 3E images focus heavily on action (so much so that I get tired of seeing another over-the-top action image with screaming faces, et cetera).
(FWIW, I generally prefer story/action art over pin-ups, too.)
In any case C&C (with its SIEGE system) is 3E/D20 light; no tables, no GM perogative on what to role to save etc., it still has the video game feel (role jump to get over this, climb to get up that, only with SIEGE).
Rolling for various actions depends entirely on the DM, actually. Since C&C doesn't specify what actions require checks*, and doesn't have a table of standard "target numbers" for actions, the DM makes the call on whether a roll is needed. It's very possible to play C&C without using such rolls; the system doesn't even suggest them (contrasted with 3E, which does suggest them just by having a list of skills). Common advice on the C&C forums is to not call for SIEGE engine checks for most tasks -- only when the danger of failure is significant in some way. (Of course, it's also possible to play C&C with a "roll for everything" approach, but that's up to the DM.)
Your table criticism is accurate; C&C is more like 2E or 3E, in this respect. Your saving throw criticism is interesting; I've never considered C&C's use of the SIEGE engine for saving throws as limiting the DM. Can you elaborate on what you mean? (In my case, I found that I preferred the AD&D approach to saving throws, and house-ruled that in, but it wasn't because I felt limited, it was the way the probabilities/level/prime thing worked.)
I agree with you that C&C isn't an old-school system like AD&D. It can be played in an old-school manner, but if you move very far in that direction, you might as well play an older edition, instead. (My C&C game has done this, over time -- it's basically AD&D, at this point.) As I mentioned in a previous post, I think the new "options" book that is coming out may change some peoples' perspective on C&C; right now it's usually seen as an just an old-school system, which isn't really the case, IMO.
C&C's strength isn't that it's "old school;" it's strength is that it's a system that lends itself to tweaking in one direction or the other along that scale, and making the game your own. Hard-core old-school fans are better off with a REAL old school system. Hard-core skills/feats/crunchy-options fans are better off with 3.X or 4E. C&C is good for gamers who might fall somewhere in the middle, or who are exploring exactly where they want to be on that scale.
(IMO, of course. --

)
* Edit -- I'm speaking of general actions like climbing a tree or jumping over a crevasse or bargaining for a better price, of course, not things like saving throws or class abilities like a thief moving silently or a ranger tracking.