Coming back to the game, what sits "odd" with me is the way the divide (between Essentials classes and pre-Essentials classes) feels. For instance, I have a character concept I'm working on and the Essentials class doesn't quite fit (rather, the concept doesn't quite fit the narrow definition of the Essentials class), but using the older stuff still kind of feels like using "obsolete" rules (even though it's not - kind of hard to explain) because the Essentials style is the new style moving forward.
What I would honestly like to see, and I'm probably going to be lynched for saying it, is for the Essentials builds (or whatever the technical term is for them now) to be expanded to the extent that the old 2E Kits (yes, I said Kits) were, in that you could really customize the fine-grained details of your character (of course they'd have to be better balanced than some of the kits were... looking at you, Cavalier Kit). If Essentials really is the way they plan on going, then I want to see these builds become the new "class". They shouldn't ever add a new
class unless it's for something entirely new (e.g. new power source, brand new mechanics - for instance if they decided to bring back Incarnum to 4e); everything else should be an Essentials-type build for an existing class. I would even go so far as to say I wouldn't mind the return of the "Complete X Handbook" books, full of RP tips and extra builds for a particular class. Not being in publishing I have no idea if that would sell or not (probably not, limited audience and all that) but that's what
I would like to see
Right now the issue is the E-line isn't defined enough to accommodate varied concepts; that's not a big deal since you can just build a pre-E character, but down the road I'm sure the intent will be that the old books will be obsoleted, so the E-class style needs to expand to allow for various concepts, not a basic one or two and that's all.