I agree. I'm sure that optimization in terms of damage potential would utilize a Fighter/Wizard multiclass (Which, coincidentally, is what you had to do in older editions to play the class in the first place), but I think a pure Bladesinger has plenty to offer to a group regardless. Then again, I have always disliked Multiclassing in general and am by no means a power gamer (I play for fluff and lore first), so maybe my bias is just showing lol.
I do have similar views to Battlerager also, which is counter to what most everyone thinks of the class, so it must just be me.
Well yeah. Blade singer is probably the best specialization for wizard. I place it in the way too good category. I actually don't let it in my games as I find it broken. The only thing that justifies 9 levels of spells are serious weaknesses or deficiencies. The wizard has that in spades. Worst saves, crappy AC, crappy hp. A specialization that removes most of your weaknesses for likely every fight is insane. And then song of defense otherwise known as lol boss encounters is icing on the cake.
This guide is taken from a certain perspective though one that I doubt many people will find in play. Where the use of a couple control style spells makes it so you pretty much never get attacked. Which in turn nullifies or makes redundant many blade singer abilities. In play I have almost never seen encounters work out that way. But every GM is different so encounter design and enemy actions will vary from group to group so this style may come to pass in some groups. I'd say how did controllers pan out in 4e if you played it? If in your groups they were a awesome add hey maybe this guide will work for you as is. In every group I played in they were more the well since the real roles have been covered it won't hurt us much to have one, but another striker would be better.