Mustrum_Ridcully
Legend
Thanks!The whole post was excellent, but the above bits are key, I think.

In my high-level RM games, two solutions have emerged. In the game mentioned above, everyone plays a wizard (and thus all play the 15-minute day). Verisimilitude was preserved when the game was a tomb-looting one, as tombs stay put and are fairly static over time. When the story changed to a "hunt-the-bad-guy in his demiplane" scenario, the game eventually came to an end with a TPK as the 15-minute day prevention measures (both time pressures and anti-teleport mechanics that had been implemented) made play unworkable.
The alternative solution (in the current game) has been to play only Fighters, some of whom have self-buffing capabilities (which are not as Power Point intensive), with the healer and the diviner as NPCs (who therefore don't have any metagame influence on the play) and the only PC Wizard our best player from the rules-mastery point of view, who is therefore able to play effectively even when unable to optimise his Power Point use vs rest time.
In a way, 4E is doing both at the same time - everyone has its encounter related powers, and everyone has its daily powers. That solution could only work because the system was redesigned, of course. If you already have existing classes, and some class following the "daily" paradigmn and others do follow an encounter paradigm, your only choice to fix the conflict between the two by limiting yourself to only one.
Of course, it is apparent that some players can find the watching part enjoyable if they know there will be a reward for them later when their character is needed. This doesn't only pertain to wizard vs fighter, but also with bards vs the whole rest, or say a Shadowrun Decker vs a Street Samurai.In my experience most players want to play, not watch.
The question is - is this more rewarding to be useful all the time to them? And this is a question a player in this mindset has to ask himself when deciding what to look for in a game system.
I am tempted to call this "delayed gratification" vs "constant gratification".
I don't think there is a "generic" answer. I would think that the latter is more common, or at least that's what the 4E design team assumed (possibly based on real data). (But this doesn't imply a value judgment.)