This tactician we are talking about is it in-game Conan or out-of-game Kasparov player? An in-game Conan doesn't know what power the fighter is going to use next, the Kasparov might know and have been trying to get away from the fighter, but the fighter has an in-built "sticky" power. There is no way to offset a power once he is in range but hope to interrupt it or hope the fighter misses the attack.
Thing is, it aint about the DM able to change the power based on his whim. The game has a philosophy of letting the player acquire all the powers RAW and changing a power to fit the DM's view will either hurt the balance or frustrate the player.
Have you read what Come and Get it power does btw? The range is 15 feet radius centred from the fighter which affect all enemies around him.
Let's see it from an in-game perspective. Evil Conan and his lackeys are fighting this fighter. The fighter then shouts at them and everyone in that 15 feet radius area will immediately move towards the fighter. The moment they get close, the fighter then whacks them.
Now, if you were to roleplay Evil Conan as a guy who doesn't want to engage with this fighter but prefer to let his lackeys do the job instead, why are you suddenly moving towards this fighter?
Mechanics are dictating the npcs actions without you roleplaying it. An auto fail Will check, in 3.5 terms.
So to those who say that the tactical strategic guy shouldn't be pulled, I agree with you. I say the tactical strategist wouldn't be inside 15 ft if he was a strategist. DMs need to know their players and play the enemies appropriately. If he's pulled you failed. That's ok.
Personal note: I botch an encounter at least once a game because I don't think about something the players can do. So I'm with you, but blaming the game or the powers is just lame unless there's a real power imbalance.
Anyway not wanting to derail, sticking to the thread topic, I am a WOTC customer and currently play 4e. But I don't see myself buying anymore future books due to DDI. I am more of a pre 3rd edition player, so I can understand most people here who wants the old pdfs back.
I was initially excited that Essentials was going back to a more classic structure of the classes and contemplated on making it my main fantasy rpg. But then I realized the gameplay will still be the same even if they changed Magic Missile to autohit, remove fighter's daily powers etc. So it is not good enough to lure me, what more those folks at Grognardia.
Personally, I do not think there's much they can do to get people back. After what they did to the Forgotten Realms, I think it's pretty clear they'd rather destroy all that came before than ask what their players actually want.
Case in point.That pretty much sums up WotC's way of doing things. They definitely believe in a scorched earth, fire the audience mentality. Maybe they will fire too many and learn their lesson.
4e is unabashedly gamist first... yet you believe the mechanics don't come before the "story"?
IMO, anytime you have mechanics that cause me or my players to have to struggle to come up with "what just happened" in a narrative fashion that doesn't strain versimilitude... the mechanics have definitely come first and the story, well that's basically been left up to you to figure out a way to construct around the mechanics.
So if I'd suggested you were thrown off, you'd come up with a different argument. Note that an 80' cliff can't do massive damage, and yet when I worked for mountain rescue I saw some people who'd fallen 80'. Very few were in a condition to jump up and go chasing after their attackers. Yet it's routinely survivable for moderate level PCs. Guess what that does to any sense of verisimilitude I might find in D&D.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.