Well, it clearly explains why 4E feels so video gamey. Like video games all characters are designed to be balanced/fair with regards to the others.
Personally I am fine with that variance. After all if you can one day be capable of casting Wish/Miracle, you are the most powerful classes in the game. How can a fighter or rogue match that? They can't, and aren't supposed too.
So it will be interesting to see how weakened spellcasters are, and how powered up the fighter types are, to make everyone equal.
I'm going to guess you didn't play the thief in those editions, or the fighter, for that matter.
There is an inherent problem with the "imbalance" method game-design that drives me batty: once you figure out the "trick" the game looks a lot more narrow than those so called "bad options" allow.
Kamikaze Midget I believe coined (or at least helped popularize) the term "accidental suck" which to me means "a trap that looks like a good option/alternative, but instead of adding any sort interesting twist, it just cripples your character to the point he is no longer doing what he's supposed to be good at". A ranger with Iron Will, Toughness and Survivor is a much weaker ranger than the one who took Point Blank Shot, Precise Shot and Weapon Focus: Longbow. The illusion of choice exists (look at all those feats!) but to the experienced player (and not even an uber-optimizer, just someone who can weed out bad choices from good) the game becomes narrow.
D&D has always had these hidden traps: thieves gain nothing at high level to begin to compensate for powerful magic like Heal, Teleport, or True Seeing. No fighter can deal the massive damage potential of Cone of Cold, Harm or Disintegrate (not to mention the one-hit kills anything of SoD spells). Wizards (and clerics to an extent) having suffered through levels of 1-spell a day, throwing daggers and maces, and "cleric heal me!" filling your actions finally get to cut loose and be powerful spellcasters. Still, the fun comes at someone else's expense; the fighter and thief are marginalized.
Seriously, isn't better to keep the fighter having fun at high levels and the wizard having options at low levels? You know, so that the fighter doesn't dominate the low-level game and the wizards dominates the high-level game?
The same is true of racial choices (really, unless you know you were hitting that level limit or desperately wanted to dual-class or play a paladin, why NOT elf or half-elf?) spell choices (who really picked affect normal fires over burning hands?) even skills (max ranks in Use Rope!) or feats (the aforementioned ranger). Oh, and don't EVEN get started in multi-classing; if your race/class combo allowed it, why NOT multi-class in AD&D?
Is 4e perfect? Well, since it was written by men and not plumbed from the mind of a celestial being, I'd say no. Is it better tat ironing out some of those "accidental suck" elements and making the game choices wider? I say yes.