While I agree that fighters, at high levels especially, should be all kinds of awesome, I really don't want to see "energy shockwave and semi-mystical bond" as fighter tricks. Honestly, when I play a fighter, part of the joy is in not having tons of magic tricks. I like my fighter abilities to be more grounded in weapons combat. Tactical feats, weapon style feats, etc. are a good model for this, as are many of the new high level fighter feats in PH2.
Tactical feats and weapon style feats broaden you without giving you much power. It seems like most are made for characters to have one of them, and then go do something else for the other 11 feats.
High-level PH2 Fighter feats seem more in the realm of tricks (not magical, but still tricks).
The ability of a high-level fighter to, say, thrust the point of his spear five times in the span of time it takes a normal person to thrust it once....
...The ability of a high-level fighter to, say, have such an awareness of his opponent's presence that he can sense someone sneaking up on him from miles away...
...the ability of a high-level fighter to, say, hit someone so hard that they fall down and can't regain their breath for a few rounds...
...the ability of a fighter, say, have such a mastery of his weapon that, when hitting you with the flat of the blade, he can knock you out just as easily as if he were using the cutting edge...
Many of these things are superhuman. None are mystical, yet you could replace "fighter" with "wizard" and turn these into spells without much problem, either.
A fireball or an energy blast is pretty overt. But, mechanically speaking, an attack that, say, is so accurate that it ignores armor and so deadly that it kills with a single thrust, beyond the hope of most resurrection magic, would be mechanically identical to a
finger of death spell. Instead of casting a spell, he does an attack. Change some flavor, the effect is the same, call it a wash.