I think most of the math holes come from those that cant play unless fully optimized.
I think the math disagrees with this statement.
Say that I take a 30th level implement user. +4 for 18 starting stat, +15 for levels, +4 for ability score gains, and +6 for magic. Although starting out with a solid 18 and bumping ability score every level, this PC is not optimized significantly.
This PC at level 30, shy of other abilities, is +29 to hit against same level foes with NAD defenses of 42. He needs a 13 to hit same level foes and a 17 to hit foes 4 levels highers. Sometimes a little more (until he figures out the lowest NAD of the monster), sometimes a little less.
His chances of hitting are generally 40% or less. This tends to be the low end for optimization for PCs with regard to chance to hit.
Now, take a melee PC that grabs every +1 he can find. +5 for 20 starting stat, +15 for levels, +4 for ability score gains, +1 for weapon talent, +1 for Paragon Path, +1 to +3 for charging (class dependent), +1 for ability score at Epic Destiny, +3 for Expertise, and +6 for magic.
+37 to +39 without a single buff against same level foe AC of 44. He needs a 5 through 7 to hit. 80% or 70% or less before any buffs.
This PC does nearly twice the damage of the non-optimized PC (with equal damage per hit) because he hits nearly twice as often. This means that a given foe will fall in just over half of the time.
The implement PC that is not really optimized hits about 2 rounds in 5 against easy same level foes. With 30th level monsters having 200 to 340 hit points, it would take this PC (~30 damage) about 7 to 11 hits or 17 to 27 rounds (22 rounds on average) to take out his foe by himself (assuming that he is not a Striker).
How do I get 30 damage? For an At Will, it is (basically) 2D6 plus Ability Score (+8) plus Magic (+6) or 21 points for implement users. Assuming that the PC has both other ways to boost damage and has Encounter and Daily powers, he might average 30.
Even if he averages more damage, it doesn't matter. 30=22 rounds, 40=17 rounds, 50=14 rounds. There's no way that a non-striking 30th level PC can boost his average damage to 50 without some serious optimization.
But the player's problem isn't the average damage on a successful hit. It's that he rarely hits. He is totally dependent on buffs to get to a decent chance of hitting every round. And forget about taking out a foe that's 4 levels higher. That would take a really long time.
On the other hand, a 30th level implement user without the math fix defenses is losing NAD defense as fast as he is losing to hit. A 30th level foe averages 38 points of damage. A 30th level implement user might have about 140 to 170 hit points. It only takes 4 to 5 hits for the same level monster to take him out hitting a decent NAD, but the monster has a 60% or better chance to hit. He can take the PC out in 6 to 9 rounds. Hitting the PC's low NAD will often result in a 95% chance to hit and he takes the PC out in 4 to 5 rounds.
Granted, there are a lot of variables such as various defenses, special abilities, buffs, heals, etc. But when one is comparing taking out a PC straight up in 6 to 9 rounds versus the PC taking 22 rounds to take out a same level monster, even with the vast plethora of other abilities, the monsters have a major mathematical edge.
Non-optimized PCs without to hits and defenses that get them back competitively with the monsters are looking at the math holes in the face. It's not about being a min/maxer, it's about getting back close to parity.
Sure, the good NADs fall by 4 points in 29 levels, but the bad NADS fall by 8 points in 29 levels where the monster needed to roll a 7 to hit the bad NAD in the first place. Every bad NAD hit at 30th level has a 95% chance to hit unless the PC has some serious powers to stop that.
On top of that, it gets boring to only hit one round in every three, and it gets frustrating to get hit nearly every round.