3.5 had plenty of rules for guiding and promoting improvisation. Granted, they weren't all that great, but neither are 4e's. Lastly, it's been a pretty solid trope on these boards that a rule system that punts on any aspect of gameplay can never count that as an achievement - because anyone can make up a rule, and a game that explicitly allows you to do so isn't in fact doing anything at all. Rules that help structure improvisation are better than nothing, but also worse than defined rules.Verbannon wrote:4e has rules guiding and promoting improvisation, that actually can be used with anything. 3.5 doesn't. Which in that alone makes 4e's environmental tactics better.
Lastly, there is both a factual untruth and a logical fallacy in your argument - the first because 3.5 did have rules to guide and promote improvisation (and, indeed, rules for the specific combat actions people have brought up), and the second because you assert that one difference intrinsically makes one option superior to another without considering similar factors in other areas.
As with many others here, I liked the ideas behind 4e, but the implementation was not very good. With giddy enthusiasm, I embraced 4e nearly the instant it came out, and immediately ran a campaign - only to quickly discover that both my players and I had a lot of very valid complaints about the system, from option removal to general sluggishness of play. Tellingly, the most common complaint was that the system just wasn't very fun, which is pretty much the ultimate indictment of any entertainment product. You can putter about and dig at the potential causes ad infinitum, but at the end of the day, that's the real problem with 4e.
echo