I have a question for people who argue against complexity for a Fighter class.
Here are two most common complaints I have seen from people who play martial characters in D&D. Not just Fighters but also Monks, Barbarians, Rogues and other nonmagical classes.
1. "On my turn all I do is the same boring swinging weapons"
2. "At higher levels casters can bend reality and slaughter whole armies, bring dragons to their knees, command forces of nature and imprison gods...while I still jsut swing my boring weapon like I do on lower levels, except number went up"
Those are complaints that adding more complexity like maneuvers is supposed to solve or at least mitigate. How do you solve them without increasing class complexity?
And btw, no, giving them followers and land does not count, I noticed overlap of people who make this complaint and those who despise all stuff that comes in owning land and having followers in say, BECMI, on the ground it a) interrupts the game loop with mechanics completely unrelated to what the class was doing and b) always forces the PC to obey their liege or get invaded, as no edition of D&D ever had such mechancis and did not punish anyone trying to be "Conan at the court".
If you believe #1 there are likely multiple classes and builds you wouldn't want to play. Fortunately there are subclasses or other classes that have more options. Personally it's not an issue for me, when playing a fighter I focus on other things and there are always options for shoving, knocking prone, grapple, any number of things.
For #2? I've tracked damage and fighter typically comes out on top. Meanwhile if your party is teleporting halfway across the world that's because the DM knows you can teleport and set the objective you're trying to achieve halfway across the world instead of down the street.
Fighting styles, feats and with 2024 weapon mastery all add other options. It just depends on what the person wants to play.