Well, healing for either a Cleric or Paladin is a minor action, so it's not terribly time consuming or difficult to throw down a heal and then use your move and standard to lay some smackdown.
Clerics can heal more often (2 times per encounter + any relevant encounter, daily, or utility powers, but while Paladins may get less heals per day (Lay on Hands is your Wisdom modifier times per day), their heals use the Paladin's surges, not the person being healed, and the Paladin gets more surges than anyone else to account for that.
Honestly, after testing it, I think I'd have a lot of fun playing anything in 4th. Of course, I have more fun DMing 4th because even lousy foot soldiers have fun to play with unique abilities.
Kobold minions are funny because they derive benefits from standing close to one another and huge penalties for being apart from one another, so they swarm, but then they die so badly on account of swarming. Even still, the non-minion varieties I've run are nasty.
Also, yeah, with powers, you have less choices and things are streamlined... for the casters. For the non-casters, you have a lot more variety and your power level scales with your caster peers. So... yeah, I'm okay with that. :lol
Everyone has powers, all classes have very different powers to fill a very different role, everyone gets powers at the same rate, only thieves are trained in Thievery, only Wizards and Clerics have Ritual Caster up front, multiclassing is covered through feats and swapping out with the Paragon "prestige class..." all in all, I think the new system is well balanced.
2nd Edition balanced casters and all their options by having them level up more slowly.
3.5 just didn't do a very good job of balancing them at all, frankly. CoDzilla ruled all, followed by Wizards, followed by any class with UMD as a class skill and plenty of money to burn on scrolls. Tome of Battle and Player's Handbook II served to help things out, of course. Mind you, we're talking about the late game. In the early game, a trusty sword that doesn't run out of charges is kind of nice. In the late game, you need an artifact sword to come close to keeping the pace with Joe Average wealth-by-level Cleric, Druid, or Wizard, and of course, that caster may have their own imba artifact by then.
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Edit:
here's an article on how to sort of implement the missing character classes. Their monk is kind of ingenious.
As for races, they've already added in support for Warforged... hopefully we'll see the Half-Orc soon.