In redesigning DND, since they created a new system anyway, they should have gotten rid of the wargaming roots of DND.
Isn't combat the most popular aspect of the game?
The whole progression of characters and monsters is based in wargaming and should be done away with. Why? IMO (as all of this is), the wargaming roots is what keeps the focus away from the individual.
I don't see how character progression is related to wargaming. Wargaming units and commanders don't typically display progression at all -- and the few wargames that track unit/commander experience certainly don't handle it like D&D.
Classes - Classes are fine but I don't like a system where classes can't be replicated through special abilities.
3E came close to a flexible class system with its Fighter and Expert classes. In fact, "classless" Call of Cthulhu d20's system isn't much more than making everyone play an Expert.
"Game Balance"
I'm still not sure what you're "game balance" complaint is. I certainly see no negative to a system where equal-level characters play comparably important roles in a typical adventure.
Worst case, you ignore balance entirely, and let players play whatever level they want (or that you allow) with whatever equipment they want (or that you allow), etc. It can't be any worse than a system that doesn't start out with some semblance of balance.
Items - WHY IS THE EMPHASIS ON ITEMS? Why isn't it on the character?
I agree. It does make for one more kind of progress -- you can accumulate cool stuff -- but when it gets to the point that you're tossing +1 swords for +2 swords, something just feels wrong.
Skills - I personally don't like black and white, hit or miss skills. There is too much subjectivity in them. I mean, if a character has a +25 in something and rolls a 34 but needed a 35, they still notice nothing? (or whatever?) That is higher than probably a 10th level character can get and yet they still didn't notice something?!??
If a Spot check has a DC of 35, it's not to notice someone walking down the street; it's to notice an invisible enemy 100 ft. away, while distracted. Generic tasks shouldn't "up the numbers" if they're just generic tasks. Epic tasks should "up the numbers".
AC - Armor was created to reduce damage, not make it harder to hit. Yes, you can nit pick this and say an actual hit is when it does damage. What? So, the big guy with the hammer who hit the guy in full plate didn't roll high enough to wound him? That dent in the breastplate doesn't mean anything?
The strength of the armor-as-AC system is that it's pretty playable. It obviously has its inconsistencies though. In order to penetrate thick armor, strong characters get a "to hit" bonus, but this bonus also improves accuracy against nimble rogues. So much for dodging that lumbering giant! Plate armor deflects thrown boulders completely -- sometimes. And so on.
I'd prefer an elegant armor-as-DR system with plentiful criticals, but that would require lots of playtesting.
CRs - A very good start but still too subjective.
It's hard to complain about CRs when there's no better alternative. As you say, "Again, a good start and probably the best it can be, given the rest of the system."
HPs - THEY MEAN NOTHING! THEY HAVE NO MEANING! We could rename them Squishy Points and it would be the same thing.
Agreed. Hit Points are, of course, simple, but so are AC bonuses. Certainly a tough-as-nails 20th-level Fighter should have more Hit Points -- and not just a few more -- than a soft, civilian scribe, but he doesn't need 87 times as many (175 vs. 2) to make the point that he's tough.
What this does is take away from desciptors in battle, or anytime HPs are lost, because what does losing 10 HPs mean? What about 20?
Some would say that 10 Hit Points' damage scratches a 175-hp Fighter. Others would say it misses him entirely. Mechanically, he's hit (and subject to touch-attack effects) and will take half a day to heal the damage (without magic).
First of all, this game is simple.
Is it though? Isn't odd that everyone praises the game for its simplicity, yet buys books and books full of extra rules? (OK, OK, many of them don't slow down the game much, but it's something to think about.)