LogicNinja, I have seen your 10th level wizard, he has a pretty decent spell selection. I would still be happy and not feel worthless playing a sword wielding fighter in a group with it. I would get to fight and kill most of the bad guys. I do think it is completely reasonable to assume my fighter would have access to a wand of clw worth of healing so I am not too worried about hit points being depleted over an adventure, if possible I would like to have a protection from evil (preferably that 3rd level one the cleric loves so much that lasts forever) to deal with most of those annoying charm type spells, an adamatine weapon and power attack to deal with those pesky walls of stone (or walls of plasterboard as I like to call them) to get to the monsters you keep trying to save from me!
I do think ray of enfeeblement is too powerful and would allow a fort save for 1/2 damage as a fix.
I admit I do get annoyed by that feral druid summoning all his furry friends (mostly becuse it takes so damn long to get to my turn) - personally I reckon for game balance and to keep things moving you should not be allowed to have more than 1 summoned creature at one time (I know another rule change to nerf those pesky spellcasters)and they should act a bit more like, well animals (or devils for that bone devil) than strategically minded, flanking, blocking, mind melded robo-clones but whatever.
And those clerics who power up to step in and kick the monsters butt a couple of times an adventurer, hell I love the competition, after all the cleric is my best bud medic, if he doesnt get to release the tension by crushing skulls every now and them who knows what he will do. Most of the time he is keeping the party going.
What would i like to be able to do? hmmm... move faster and throw off magical impediments. But truthfully i dont want all that tome of battle stuff, it makes me feel like a wizard try hard. Any other suggestions?