But getting back to the Warlord, some people are bossy. They're not jerks; they feel they know the best possible moves everyone can make and aren't meek about it. Some people resent being bossed around. The design article takes note of this and says the warlord allows bossy players to channel their energies in a positive manner. Presumably the class does this by providing incentives to follow the player's orders - "attack this guy because you get a bonus," vs "attack this guy because it's the superior move" - but in the end the player is still telling others what to do. And looking at the daily powers, I see even more opportunities for bossiness in the warlord, in that the rest of the group will need to be in position to make use of the warlord's powers (like with iron dragon charge). Which creates an added incentive for an overbearing warlord to tell other players where to move to, or to move them there himself.