4e has a much simpler character creation process. No keeping track of cross classes, or stacking save bonuses, whatever, and you can make an epic level character in a few minutes just using their character builder. However, during the actual fights, each PC regardless of class is going to have that same glut of options and the challenge of resource management as a spellcaster. With 4e powers emphasis on combat, I would actually say they have a wider variety of viable options per combat, with said options being more mutable depending not on just the enemy being faced, but on the round by round situation.
Depends on the character and the level.
At around level 9 or so, a wizard has a very nice variety of options to choose from. They have some very nice combat-wrecking powers in their arsenal; the choice whether to drop a Visions of Ruin or an Enlarged Stinking Cloud is a pretty hefty choice. Using Icy Terrain or Twist of Space does require some tactical planning and mastery.
... however, that's just for wizards and to a slightly smaller extent invokers. Every other character I've seen has a 'Five Moves of Doom Combo'. Here's how it goes for a melee ranger, assuming that they have one daily power budgeted:
Set fire to a minor action to use Oath of Enmity granted by your Hero of Faith or Disiciple of Divine Wrath feat if the target is in range. Use Frenzied Skirmish or Attacks on the Run to get into position if you have it budgeted. If you're not in range AND you don't have a FS/AotR budgetted then burn a move action to get into place then use OoE. If you're already in place, use Ruffling Sting (to grant your next attack Combat Advantage) and then Jaws of the Wolf instead because situations like this are rare.
Anyway, do you have an AP budgeted? If you do, use it for Twin Strike unless you have another daily power in the tank, then use that instead. After all that, if you didn't burn a move action to get into place and haven't used Ruffling Sting, use Ruffling Sting. Then blow the encounter power on your Boots of Eagerness to give yourself an extra move action: use this for Offhand Strike. If you did burn a move action to get into place use your BoEagerness to use Ruffling Sting.
If your target makes an attack (and they will) use Disruptive Strike on them.
Next round: if you have only Off-Hand Strike available, use that and Hunter's Quarry and then use Twin Strike. If you have Off-Hand Strike AND Ruffling Sting available, use those instead. Next round is when you pop a Quarry.
Or in short-hand terms:
Worse-Case Scenario, when you begin the encounter with nothing left in the tank (no dailies or APs):
Round 1) Move Action + Hero of Faith or Disciple of Divine Wrath for OoE --pick depending on whether you can kill the monster in one turn or not + Twin Strike --> Boots of Eagerness for Ruffling Sting. Between rounds, use Disruptive Strike.
Round 2) Offhand-Strike + Hunter's Quarry + Twin Strike.
Round 3) Keep spamming Twin Strike until the monster dies.
Best Case Scenario, when you have a full array of powers and an AP in the tank and the enemy is already in range:
Round 1) Frenzied Skirmish + Oath of Enmity + Ruffling Sting + Boots of Eagerness for Off-Hand Strike + AP for Attacks on the Run. Between rounds, use Disruptive Strike.
Round 2) Jaws of the Wolf + Hunter's Quarry.
Round 3) Spam Twin Strike until the monstah is dead.
Ideally you'll want both the Disciple of Divine Wrath and the Hero of Faith feats if you can afford them. Hero of Faith's OoE lasts until the end of the encounter but is only good for one enemy; Disciple of Divine Wrath lasts until the end of your next turn but comes back if you kill an enemy. Since 9th-level rangers have a high probability of killing enemies in one round the latter does have some utility if you think you can kill an enemy in one round. This only applies if your DM will only let you use one source of Oath of Enmity per encounter; if they let you do both then the advice only partially applies.
Your stat array:
Actually, you know what? Since the stat and feat arrays are so locked in it'll only take me an extra 5 minutes to stat out a character good for levels 1 to 30.
If you're a Longtooth Shifter or Half-Orc:
STR: 18 DEX: 16 WIS: 15 CON: 11
All of your stat raises go into Strength and Dexterity.
1) Weapon Proficiency: Bastard Sword
2) Hero of Faith
4) Weapon Focus: Heavy Blades
6) Weapon Expertise: Heavy Blades
8) Disciple of Divine Wrath
10) Two-Weapon Fighting
11) Prime Punisher, retrain Disciple of Divine Wrath to Called Shot.
12) Prime Quarry
13) Retrain Prime Quarry to Lasting Frost, for your level 13 item select a Frost Bastard Sword.
14) Wintertouchedd. Grab a frost bastard sword and a Siberys Shard of Lasting Cold.
16) Prime Quarry
18) Two-Weapon Opening
20) Who cares, really?
21) Weapon Expertise, Retrain your level 20 feat to Mighty Enmity (lets you target two targets for Oath of Enmity, awesome with Hero of Faith)
22) Rending Tempest
24) Improved Prime Shot
26) Martial Mastery
28) Epic Recovery
30) Who cares, really?
If you're anything else that has a strength bonus (why?)
STR: 18 WIS: 15 DEX: 13 CON: 13
All of your stat raises go into Strength and Dexterity, even though you're going to wear heavy armor and the stat is gimped. Why? Because the really gar ranger feats like Prime Punisher and Called Shot require dexterity, that's why.
Feat Array:
1) Armor Proficiency: Chainmail (if you're, god forbid, a human then pump the other feat into Scalemail proficiency)
2) Weapon Proficiency: Bastard Sword
4: Weapon Expertise: Heavy Blades
6) Hero of Faith
8) Weapon Focus: Heavy Blades
10) Armor Proficiency: Scalemail (if you were a human, grab Disciple of Divine Wrath)
11) Prime Punisher (lets you use Prime Shot against melee opponents)
12) Called Shot (gives you a +5 damage roll to people you get a Prime Shot bonus against)
14) Prime Quarry (gives you a +1 bonus to Prime Shot if target is your quarry.
16) Lasting Frost (from now on, you have a Frost Bastard Sword with a Siberys Shard of Lasting Frost in it, a Reckless Bastard Sword, and a pair of Bloodclaw Spiked Gauntlets and you stack all of them)
18) Wintertouched (retrain Improved Prime Shot to Two-Weapon Fighting)
20) Two-Weapon Opening (gives you an extra attack with your off-hand weapon if you make a critical hitty poo)
21) Weapon Mastery: Heavy Blades
22) Mighty Enmity
24) Rending Tempest (gives you an additional die of weapon damage if you hit with a power that requires two weapons)
26) Martial Recovery (this is also the level where you get a Violet Solitaire)
28) Epic Recovery (retrain to Prime Quarry)
30) Prime Quarry