I wonder if the reviewer knows that healing surges can only be used once per fight. With that restriction in place, I find healing is actually more *rare* than it was in 3.5, with wands and binders and clerics and all.
I agree with some of the reviewers sentiments ... the interaction rules are a little light, though I'm actually not sure they're much lighter than the 'roll vs DC' 3.5 approach... really, they may be heavier, albeit poorly playtested as the errata showed.
There is a lack of *flavor*, though. No longer do we get (often useless) things like not leaving tracks or animal companions. Instead, it's pure combat. This disappoints me a lot, though I liked the Faerun books a lot and am less frowny about it.
Also, I know what he means about the math. I'd bet 4th is easier for new players than 3.5 was, but trying to switch between the two is haaaard. Sure, Magic Missile is familiar, but not a magic missile that can miss and is usable unlimited times.
I think Gaffa did point out one thing pretty well, though... this review doesn't really make sense. If you're prepared to grouse about wargamey 4th edition you'll be nodding along, but the reviewer doesn't really earn his points as it were. Thoughts adn points are sort of sporadic and unconnected.
Also, the reviewer is overly focused on his own houserules/style. 'Now that I got rid of skill challenges, interaction is unsupported!' 'My group gets bored of talky bits and takes a long time to settle down to gaming!' 'I feel compelled to completely bleed the party dry in every encounter and that makes them long!'
And, of course, 'Won't anyone think of the eladrin???'
