A few things:
- No class feels worthless in any situation. Is the balance perfect? No. Are some classes better than others, in the same role or otherwise? Yeah, probably. But no one actually sucks, and no one is quite CoDzilla, either.
- For that matter, few options at all seem to suck.
- Teamwork seems pretty highly emphasized, as evidenced by the powers and roles. Looking at the 4e Character Optimization board, how many PvP (player vs. player) threads do you see so far? Exactly. I've got a little bit of powergamer in me, myself, but when I'm thinking as much about how how my abilities synergize with those of the other members of my party as I am about "kicking butt," then this game must be doing something right.
- Everyone is MAD to an extent. Furthermore, those classes that are a little more MAD that others (Paladins, Warlocks, Rangers) still aren't hurt that much by it.
- No matter what your class is, your class is more important than your items.
- Minion rules are "teh awesome." Finally, mooks that can actually be threatening. Swarms are even more awesome.
- Even if the math behind it is incredibly wonky, the Skill Challenge is an awesome concept and the first time I've ever really seen any D&D game pay any sort of real attention to complex roleplaying scenarios.
- Those ridiculous double weapons are gone. Good riddance. Darth Maul was so last decade.