Oh, you're clearly expressing it, but you're not very convincing as a number of other posters here have pointed out.
Again, as I mentioned in my earlier post, it's true that a number of the powers in 4e seem fairly simple to translate. Attacks that do something like "2[W] + daze (save ends)" or "Area burst 2, 4d6 fire" are a breeze to translate to the computer. This was the case with previous editions too. A sword swing did 1d8+3 or a fireball did 5d6 damage.
But, at almost every level of play there are powers that would require a more complicated interface than any tactical RPG or even MMO I've played and I've played a lot. The warlord is full of them. At level 1, Wolf Pack Tactics requires you to pick a target, then pick an adjacent ally and move that ally before you make the attack. That's a lot of clicking (or whatever) for one attack, and many of his powers have similarly elaborate targeting and resolution requirements. And then there's all the interrupting. Quite a few of his powers have a trigger like "you or an ally take damage". Is the game going to interrupt you every time someone takes damage to ask if you want to use a power?
Other game mechanics, like the Evoker's multi-target attacks would be nearly impossible in a real time game, and sort of elaborate for the state of turn-based games, as I've seen them.
It's not that I'm saying the powers can't be implemented in a computer game. Looking at them at least 90% of them would not be that complex to implement. It's just that, as I envision it, the interface necessary to support many of those powers would be so baroque, complex and potentially frustrating that the game would just not be fun to play. Maybe I'm wrong, and such a game would be a hit, but it would look nothing like the popular games on the shelves today.
4e is clearly designed to be played with all the players sitting around a game table, calling out targets, negotiating, interrupting each other, taking things back, and getting all their hands all over the miniatures. It's quite satisfying that way but almost all of those things are things computer interfaces are notoriously bad at.