This is a double-bind for Wizards, IMO.
On the one hand, they get blamed for making bland, boring rules and textbook-like books.
On the other, they get blamed for making rule names too specific and thereby dictating everyone's personal campaign worlds.
Case in point: Lots of fiddly bits (talents, feats, class abilities, powers, virtues/flaws, etc.) are added to the game, but then frequently need to be referred to in character. If I'm always referring to my Golden Wyvern Adept ability or my Mordenkainen's Dysjunction, doesn't there have to be an in-game rationale? In-game rationales are one of the things 3e does rather poorly. I'd like to believe the imagined world is still part of the game.
It's not a no win situation though. "Fighters", "Spells", "Wizards", etc. are all referred to in-character in games, so it's not like previous rules aren't referred to in character. It's defining what these new rules will mean in game worlds. What are these things? Can they be made general enough to span from Greyhawk to Darksun to Planescape without appearing out of place?
I know plenty of games in the past have added in "sword schools" and stuff like that. Cool maneuvers learned when wielding scimitar and shield, so I imagine these new abilties will be something similar. Didn't even Chainmail (71') have some french legionnaire's or something? I think these particular game rules are a challenge though when adding such highly specific elements to generalist games. They tend to make all settings more similar because they define combat in such particulars. Maybe with more options this drawback will feel more like a benefit? Any new cool ideas will have to have their own cool combat powers or be left feeling undefined?