The fact remains that the 3e rules don't adequately support what you want to do. In every discussion of high-level play, it's always, "Well, it works just fine if you do this, this, and this..." where "this" is any number of excursions outside the normal rules and framework of the game, and almost universally buttressed by a lot of DMing experience.
Why is it that DMs that run a good high level game are lauded? Because we recognize that it is difficult to do.
Again-- not saying folks can't or shouldn't run high level games. I'm just saying (a) the tools you need to do it aren't in the Core Rulebook toolbox, and (b) high-level play as defined around here deviates from the core "design statement" of 3e.
I think when 4e rolls around, I would expect to see it adhere even more strongly to the dungeon delve. The dungeon delve is D&D's heart; I expect (and hope) to see them play to D&D's strength.
I think "upselling" to high-level play (like the old Basic edition did) is a much better approach. When the core premise of the game changes, you should have the best rules possible to support that new kind of play.
I hope that invoking 4e isn't some kind of Godwin's corrolary.