It still amazes me how any complaint or discussion of what another game does well turns into a partisan battle. "Oh, XYZ isn't realistic? Then why don't you go play Phoenix Command and spend twelve hours working out each attack!?"There is little in-between, little integration or dialectical synthesis.
I think you're conflating scaling and optimization. The old-school game had plenty of power-growth from level to level, but there was no optimization to be done; you had few, if any, choices.This meme is the idea that D&D would be better off without optimization of any kind, even without leveling, scaling, advancement, or +3 swords of kewlness.
I'm not nearly as attached to old mechanics; I disliked many of them as a kid playing 1E. To me, the feel of D&D is the feel of exploring the Caves of Chaos -- which, I now realize, was not defined by the D&D rules, but by the scenario as written combined with all the out-of-the-box thinking of the players and DM.This is, of course, rather subjective, but I think we can say with some degree of confidence that races, classes, hit points, armor class, fireballs, beholders, and vorpal swords feel like D&D. And yes, levels, advancements, bonused magic items, and character optimization also feel like D&D (to me!). In other words, if we have to choose between "what makes sense/is the cutting edge of game design" and "what feels like D&D" I think we have to go with the latter.
The problem with 4E's powers, for me, is that they're dissociated from the simulated game world. (If you don't have a problem with that, enjoy the game.) I want a game that puts the players in the characters' shoes as much as possible, and even a good boardgame is a different kind of game.(An example of where the designers of 4E seemed to lose sight of this is with the whole power system; don't get me wrong, I like powers and power sources taken on their own, as an RPG rules sub-system; but for D&D? Something was lost, namely the "feeling-difference" between classes, the idiosyncratic spell lists, and perhaps most of all, the in-built encouragement to improvise actions).