I'm going to recap parts of this conversation for the sake of context:
(Aldarc said)
. . . So pro-Warlord fans should compromise on their fervor towards one of their favorite class archetypes and instead be lukewarm on its existence?
(And Elfcrusher replied)
Mmmm...hypotheses. But no strong conviction. Mostly I find it curious enough to trigger my spidey sense that there's more here than meets the eye.
Here, I offer an alternative interpretation: That's not a "spidey sense" -- that's
suspicion triggered by your acknowledged lack of understanding, which you describe below.
The difference, of course, is that true "spidey senses"
(if there were any true examples of that) would be responding to the actual existence of examples of the thing being sensed; but
mere suspicion can occur without the actual existence of anything worthy of being suspicious about.
(Then Aldarc replied to that)
I hope you don't mind me asking you a question. In your honest opinion - and in the full respect of the integrity of all people involved in this discussion - what do you see as the probable appeal of the Warlord archetype for its fans?
(And Elfcrusher replied again, this time describing and acknowledging a lack of understanding)
I suspect it's different reasons for different people, but honestly few of the possible reasons make a lot of sense to me.
E.g., I understand the appeal of the "tactical" mechanics, but then why the insistence that it meet all these other criteria (e.g. healing, no magic).
Playing a pure support class (what I gather y'all mean by "lazylord") I can see as a fun variant, especially for veterans who have played every flavor of damage-dealer. But, again, why the insistence that every aspect be non-magical?
Making low-magic campaigns more viable also sounds good on the surface, but temporary HP and tuning encounter difficulty/frequency would accomplish that, so the insistence that this solution isn't sufficient, given that D&D is a high-magic game, strikes me as...awfully demanding.
Emphasis added above. IMHO, D&D is more accurately described as a Roleplaying game
that does high-magic well, but that also has the capability to do low-magic nearly as well; and some players want it to do a better job of the latter. If you sufficiently and consistently persuade yourself into truly believing that
"D&D is a high-magic game," then it will continue to be difficult-to-impossible for you to understand the motivations of those for whom that description
("is a high-magic game") isn't necessarily true of all possible uses of the game.
Some are probably just carrying baggage from the edition wars, and the Warlord is as symbolic for them as it is for the 4e-haters Tony describes.
And there might be others who really (if secretly) do want to play the "leader".
So I just don't know.
Oh, you know already quite a bit of the truth. You're right when you say that different people have different reasons for wanting a full Warlord class.
Here's one factor you may have missed: It isn't just the presence of specific features that the Warlord fans want; but more than that, it's the ability to use those features as much as can be fit into 5E. A Fighter subclass won't ever achieve that "as much as can be fit into 5E" criterion because a Fighter has too many other built-in features that accomplish other things (hit die size, Extra Attack, etc.), and those cut into the room for a Warlord-y subclass of the Fighter to do more Warlord-y things without becoming way overpowered in the process of building it that way.
For the people who want to do Warlord-y stuff as much as can be fit into 5E, the offerings to date in that direction don't go as far as they would like; and they think that a full-class version would necessarily be able to go farther in that direction.