All I want for Christmas is a decent set of rules concerning overland exploration/survivalism.
Grognards and simulationists are sad.
To be honest it doesn't matter if I'm running OGL rule sets like 3.x, Pathfinder, Legends or even Dice pool systems like Shadowrun or nWOD I will always create a batch of homebrew rulesets that make sense for me and my group.
That being said I never have understood the massive amounts of pure unadulterated neckbeard rage at the newest additions of their favourite systems, the core mechanics may have changed slightly and admittedly there are a few flaws that are counterintuitive and some that just flat out don't make sense mechanically but that is why we DM's use our discretion.
I don't believe that any system should act as a stumbling block for roleplaying because all pen and paper game rulesets use a very similar core system, contested rolls. I didn't like 4e but I think that had more to do with the GROUP I played with rather than the ruleset itself.
The biggest issue I had with 4e was the orthogonal power proportions between for example, an Infernalist pact Warlock and a run of the mill Eladrin Wizard. Their powers were very similar in terms of game mechanics or "crunch" but it seemed that they had different lore and flavor built around these very (almost identical) powers, so the one thing this direction seemed to espouse is an UNGODLY long time to resolve combat situations.
The encounters were ridiculously protracted for this reason. New players considered their moves much more carefully and because this also extended towards martial classes now fighters were taking awhile longer to decide if they wanted to use their daily powers or not.
But don't you see why they did this? Remember 3.x CoDzilla? If you roll a martial character and you end up in a higher level campaign with core races and feats, most newer players won't use their environment creatively and your sessions will end up like this video...
So I can respect Wizards attempt to give martial characters something to do, but FUUUUCK, the only real difference between these powers pretty much boils down to flavor text.
So that is why my 4e game sucked, because our DM was interested more in a: ENCOUNTERS, FLAVOR TEXT EXPOSITION, A SKILL ROLL OR TWO, RINSE REPEAT approach rather than a much more varied and dynamic stance on how to run one of these things.
In my sessions, the players will deal with 1-2 encounters at the very most and our games last for 6-12 hours and believe me, we do more than just receive adventures from puissant and poorly veiled BBEG's and slay a group of trolls. So the one lesson Wizards should hopefully walk away from 4e with is that people need actual gameplay variety, not COKE vs PEPSI.