I am failing to see how the players' failure to remember fundamental things about their characters is anything but their own fault (unless they have some kind of memory problem or something). Having crazy spells that stopped time or reversed gravity never made me forget that my 2e fighter/mage wielded a mithral longsword.
Ehhh. I like 4E, I disagree with a lot of the points made against it, but I do know somewhat what he is talking about - a focus on effect rather than source. I have a player who keeps asking rules questions about "that random feat I have, that gives all my defense boosting powers a bonus." The feat is a Dragonmark - something that should be a core part of the character, but instead is literally just another option spotted in the character builder and chosen for numerical value. That's just how some players roll.
The thing is, the exact same thing was true when I played with the same group in 3rd Edition. I haven't seen anything change - save perhaps that the ease of use of the Character Builder does make it easier to flit through options and snag stuff based on bonuses rather than flavor. Essentially, it makes optimizing easier for the non-optimizers.
In any case, I don't think 4E is at fault for this sort of experience. It comes down to the DM and the players, and if someone is bugged by it, they should bring it up to their group. I've got a game that sometimes gets like this - but I know that is how most of the players
like it, and so that's fine. And at other times, they
do delve into RP. They just usually have it focused on background elements of the character, rather than what weapons they are using or feats they have taken.
It's all what you do with it. DaveMage commented that renau1g 'lost his argument' by saying that a wizard, in 4E, could cast any number of spells and not worry about anything other than the damage. The point being made was that the player
could do that, just like a fighter in earlier editions
could just say, "I swing, 11, miss. I swing, 17, hit for 8 damage. I swing, 13, miss." Or the wizard could say, "Magic Missile, 8 damage. Ray of Frost, 17, hit for 2 damage. Flaming Sphere, DC 18 Reflex, 7 damage." The fact that they use slightly different mechanics (automatic hit, ranged touch attack, reflex save) didn't remove the player's ability to render them mundane if damage was all he cared about.
And at the same time, in either edition, the mage could play up the differences in the powers, either descriptively or mechanically. The fighter can insert more action and interest into their attacks. Take the effects, and describe them cinematically and heroically - not "slide him 4 squares" but instead, "send him reeling backwards across the blood-stained ground!"
It comes down to the player. Can 4E result in a game that is just some numbers thrown around a table? Sure - just like any edition of D&D. I don't find it worthwhile to try and imply someone is
wrong that they have experienced that. But I also don't think anyone can put the blame on the system alone.
As it is, I don't think anyone can be blamed for wanting WotC to encourage more use of imagination and description when it comes to powers and attacks. At the same time, I don't think WotC can be entirely faulted if a group doesn't do so - in the end, they can't
force anyone to play other than how that person wants to play. They might be able to influence it, but in the end, if you've got a group that has taken on a mentality where they don't even care what weapons they are wielding, than the problem is rooted in the player rather than the game.