gizmo33 said:
IMO, in any sort of campaign-type game, the number of rules in play include all potential character design options - not just those being used by the current party. And don't forget multi-classing.
IMO, that's absurd. How can rules that aren't in play make the gameplay more complex?

They can make a nervous DM huddle in terror, fearing the possibility that one of his players may get a mechanical advantage (and seeing such an advantage where none exists), but that's pretty much the only even theoretically possible impact they have.
As for multiclassing, getting the 1st level abilities of three core classes is usually going to be less complex than have the 3rd level abilities of one, since abilities tend to increase in complexity at higher class levels. This would be less true when PrCs become available, however, so I'll give you that
in theory - though not in the specific example given.
gizmo33 said:
It would seem logical that the bulk of the core rules, especially those that are largely unchanged from 3.0, are much more playtested than anything put out by any d20 publisher.
You'd think so, wouldn't you? Nonetheless, the difference between a fighter and a cleric (not even a druid!) is vastly greater than the difference between a fighter and a swashbuckler, a paladin and a warlock, a ranger and an unfettered, a wizard and a magister, or a bard and a courtier.
I have no idea what was playtested more, but I know what has consistently been more balanced.
gizmo33 said:
Also, I think the role that feats and prestige classes play in taking the campaign in interesting directions is way over-rated. Exhibit A: Monkey Grip. IME good players will make an interesting character out of even fairly minimal set of rules, and power gamer's characters are boring no matter how many character choices you throw at them.
Exhibit A of
what?

Flavorful but ultimately sub-par feats for fighters of a particular stripe? Feats that make sword and board fighters somewhat competitive with two handed weapon wielders? Help me out here. Or perhaps mathematical analysis is less important than a DM's knee-jerk assessment of the feat?
IME, good players will make an interesting character out of fairly minimal rules. Given non-core rules, powergamers (who in my experience are also better roleplayers) will
also make an
effective character who isn't a druid, cleric or (at higher levels) wizard.
I prefer the latter option.
gizmo33 said:
Of course this attitude of mine does not sell product so I don't expect to hear it in the industry any time soon. However, IMO DnD needs good rules, DMs, and players to keep it going. If the DM is responsible for policing the rule-set of his campaign, then the amount of effort to DM well has increased by another factor and I think that there will be fewer good games and good experiences.
Fortunately, nine times out of ten the DM is NOT responsible for 'policing the rule-set' - because in the vast majority of cases, fears of powergaming are inaccurate and counterproductive, based on damage averages from older editions. For example, that's manifestly the case here.
Fortunately, your attitude doesn't sell product, so the industry will continue to provide options rather than catering to fear.