I feel like your point is trivial and virtually non-existent...
As far as multiclassing goes it still specifies what type of powers, in individual feats, can be swapped out (note feats not feat why do we need more than one if it can reference all powers without a more granular breakdown?) so how is this leveraging the power system in the way you claim? It is still differentiating at a more granular level than just power... which is exactly what you can do with class features...
As to feats can you give me some examples of feats that only reference power in a general sense because 4e is full of feats that reference powers with particular keywords, of particular classes, of certain sources... even individual powers so again I'm not seeing what you're claiming.
This is silly. The MC Power Swap feats all reference powers in a fully generic manner. In fact it is so fully generic that you can't use them with most E-classes because those classes broke the power progression! Its irrelevant that there are more than one of these feats, and the other BASE MC feats don't reference the power system at all particularly. So what? Lots of feats don't reference powers, news at eleven! lol.
There are other feats that also reference powers in general. There is the Skill Power feat for instance, and the Reserve Maneuver feat, and the various Martial 'swap a power' feats (which are limited to martial powers but still work with ALL martial classes). 4e is in fact blessed with quite a few of these things and I'm only skimming the surface, I'm sure there are plenty of others.
As to your claim about skill powers... why couldn't 5e implement special knacks you could use with training in particular skills, make availability dependent on character level and have them be select-able as long as you are proficient in the skill? What in 5e precludes a system like this? Your argument isn't making any sense.
Sure it is. The 4e Skill Power mechanism is quite elegant. It opens up additional build options to the player but adds no complexity to the character at all. They simply swap out an existing utility power slot to gain a skill-related power instead. This is very easy in 4e because every class has the same mix of utility powers. While I'm sure you can add on more things to 5e characters it isn't as elegant.
Finally while 5e might require a rule for each class... 4e requires a a rule for at-wills, encounters, dailies, utilities... also for races, and may also need rules for different sources, keywords, etc. Also the individual powers themselves may have to be referenced since some rely on prerequisites everyone may not possess in order to actually work.
Those are limitations that CAN be added to powers in order to allow for the existence of powers that might not play well with other elements due to balance mostly. I don't see how this is an issue or a criticism of the power system, since it is A) not a core aspect of it and B) every game has limitations. Nor are the rules for the different usages of powers in 4e a big deal. Heck, 5e has those AS WELL AS rules for each spell-casting class, and there are a hefty bunch of classes that have spells.
Ok, so how many classes, and races are exposed to not only the fiddliness of class abilities, racial abilities and feats but also powers? In previous editions it was only the caster classes that dealt with that level of fiddliness... yet in 4e Every class has to do it (and even the monsters). IMO, yeah that's an increase in the overall amount of fiddliness the game pushes onto it's players and DM...not equal. If you enjoy that more power to you, I'm not making a statement on whether it's good or bad but 4e definitely infuses it into the game more than any other edition.
Powers are no more complicated than the sorts of maneuvers and such that say 5e fighters have now. Nor were fighters exactly dirt simple in 3.x either with all the feats they had, the multiple attack rules, etc. Don't even TRY to tell me that most 4e characters are more complicated than 3.x characters except MAYBE at very low level, maybe, and a basic level 1 4e PC isn't exactly vastly complicated.
EDIT: Of course in 5e I can choose to eliminate a wide swath of fiddliness by disallowing feats...and multiclassing, if I really want to.
I'm not against that, but I'm not claiming superiority in every respect, are you? Honestly though I'm not exactly sure its superior. I could ignore skills in 4e too if I REALLY wanted. Its not marked out in a box that says 'remove this' though so score for presentation. I'm all for the concept anyway.
No my answer of how I would do it (which is what you asked) remains the same. As to your above question...because not everyone will have the skill but you may have tools that would help you even untrained to accomplish something... some tools are much more specific than the skills and thus you may be proficient in playing the flute but not proficient in the wider arena of performing... Or maybe you should clarify this question because I see a multitude of answers to it.
But you DO understand what the reason for asking it was, clearly. Its because the 5e rules are very obtuse, and I would actually say poorly thought out in this entire area. I can recall Mike and the other columnists back during the early 5e design pronouncements fumbling around trying to make up a different better skill system and at every turn being shown how it was not going to work as well as what already existed. But they had to do it different, nothing could be declared good enough. So they shot themselves in the foot and now when we play 5e we have to scratch our heads in wonder at what the heck they were thinking.
Are those the Skill Challenge rules, yes they are... now refresh my memory how do I determine DC's by 4e rules in a SC? Does an NPC ever make an opposed roll in a SC per RAW?
DCs are simply looked up on a table. The DM declares the level of the encounter and the DCs come from that. GENERALLY they are either medium or hard DCs, but all that the Rules Compendium says about that is that a certain number of them can be hard. Still, for a system that encompasses ANY sort of action its pretty tight. No NPCs don't ever make opposed rolls in an SC by RAW for any of the 'make a skill check to fail or succeed' rolls, but additional types of rolls (for advantages) could be of any type.
I'm not going to address your second point because honestly I don't care, they'll figure out what works best for them and their group (like so many DM's and players before them) and that's how I prefer it. We don't all have to play the same way by the immutable RAW... and I'm good with that.
You talk about RAW as if it is a straight jacket but it isn't. I can do all the things in 4e that you can do in 5e, there aren't WotC police stopping me. There are however some rules I can choose to follow that work and make sense. Is it really too much to ask that when I buy a rule book for a game it has rules that make sense and are reasonably complete such that in the first 5 minutes of my game I won't have to make up new ones? 4e LETS me make up whatever I want, and it is even very good at getting out of my way and not telling me what my game should be like, narratively. 5e keeps throwing narrative baggage at me and the same time lets me down when it comes to giving me an actual framework to hang my play on.
I don't want to get carried away here and give the impression that I think 5e is a bad game, its not, but it isn't a better game for Mearls' misguided notions.
Dude we were never in disagreement about hit points... we were in disagreement about whether powers were a common mechanic that worked the same across all classes...
And they are. You weren't at all convincing in stating that they aren't. A vast common set of rules and concepts that are common to all powers verifies that. And again, every edition has many rules in common between characters of all classes. What makes it a problem only in one game? Frankly I think people don't know why they like or dislike something and then they just invent logical-sounding reasons later on.
If you want a more robust character to start with then play at a higher level... it's really simple and you don't have to depend on other people or another site to modify the game so you can do it... it's right there in the rules. It's funny that 4e went back and created rules for 0 level characters if those who wanted to play low level games is nearly non-existent but then again I don't know so unlike you I'll refrain from stating my opinions backed up with anecdotal evidence as fact.
Oh, lets not be silly, when did I say the word fact?
Eh, 4e doesn't really have 0-level rules except for some Dragon article that honestly wasn't incredibly well thought-out of you ask me. I heard a couple people tried it but it didn't sound like it was that special. Personally I like that I can play all levels of 4e and not have to play only one niche sort of low level play where everything is a death trap. As I said before, you can still do that even in 4e if you want.
Why should they have given it a chance? Seriously no one owed WotC or 4e anything. Honestly I regret having purchased all the 4e books I did, always trying to give it one more chance and never enjoying it as much as other games and some other editions. It was a waste of time and money for me and my group. If the game couldn't grab people or better yet was turning them away from even trying it... well maybe that speaks volumes about the game... just saying
And then they were compelled to spend the next 6 years trashing it and talking down on all the people that were happy with it or didn't really care one way or another. Thanks!