I started to write a comment, but I'm almost disheartened from finishing it because the more I ponder fixes, the more inherent I see the problem is.
[sblock]Dear Wizards,
I appreciate the desire to provide weapliment expertise feats, but I believe the playtest article you have presented doesn’t address the root problem.
It’s a commonly held belief (at least at my internet turf, EN World) that these feats are ‘math fixes,’ designed to make the game run more smoothly. Indeed, the to-hit bonus they provide is far stronger than any other attack benefit granted by other feats, to the point that it’s foolish not to take them.
Honestly, the simplest solution with the least errata requirement would be just to give every character a bonus feat that’s something like this:
Math Fix Expertise
You gain a +1 feat bonus to attack rolls with weapon and implement attacks. This bonus increases to +2 at 11th level, and +3 at 21st level. You can use weapons you are proficient in as implements.
This solves two problems:
1) Most obviously, now characters can mix weapon and implement powers without having their attack bonuses unduly penalized.
2) Also, those characters don't have to fall behind on gear because they have to buy two different attack items. Worse, think of hybrid ranger/druids who need two magic swords and a totem. Which brings me to the third point.
3) Characters don't have to waste actions switching between weapons and implements. The ranger/druid won't need three hands if he wants to Twin Strike, action point, and use a druid power. An artificer won't have to juggle a wand and a crossbow.
4) It opens up flavor options that are currently restricted for no apparent reason. Yes, it's easy to house rule that swordmages can actually be, like, mace-sages or to let a drow warlock use a whip as an implement, but it would be nice if the Character Builder supported it.
5) Characters can more easily use a variety of weapons or implements when they find them as treasure, or if they just want to have diverse tactics. While there is the Master of Arms feat, no equivalent exists for implements. Of course currently there's no real benefit to switching between a wand and a staff since a wizard can only ever really be good at one or the other. But it would nudge the game toward some later revisions that I think would be healthy.
The big problem, ultimately, is that the system encourages you to dump so many resources into focusing on one tool, which reduces variety, creativity, and spontaneity. That's a bigger problem than can be addressed in a quick article, but I think making yet
more feats that just pin you into a specific pair of attack items would miss out on an opportunity to add more character variety.
Also, it'd make it a lot faster to find the feat you need in the character builder. Seriously, there are THREE THOUSAND feats in there.
So please, before you make any special flavorful complicated feats that give bonuses to diplomacy while you're stabbing someone, first print something like the feat I suggested above that gets a fix out there that everyone can use.
Thank you for the opportunity to provide feedback for the game I love playing.
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