Thomas Shey
Legend
I find this very hard to believe. 4e, for its issues, is often touted as a very well designed game.
Exceptions test rules. 4e is particular well designed, because, in part, it goes in really knowing what it is. Most games are not nearly as good at that. As an example, the first set of Storyteller games had serious problems with that, because what they were trying to do and what they incentivized were significantly different things.
Unfortunately, its also designed for an audience significantly more specific than history suggests it was theoretically aimed at. That means for all its design virtues, it was badly flawed in contextual overall design.
You can, of course, argue that a design can't be all things to all people, but at least trying to do that is a much bigger issue for D&D than virtually any other game.
I know it's all the rage to paint DM's in this glowing light that they know how to design games for their groups. IME, it is very, very much not true. Virtually every single time I've experienced or read about DM's having mechanical issues at the table, it's almost universally a problem of their own making.
I've seen any number of problems created by GMs simply trying to use rules as written and discovering their were serious problems with the rules, with how well they meshed with the players involved, or both.