My stance is that Wizards has carefully run many tests on the numbers. One of the biggest flaws with hex is that a hex is surrounded by only six squares, decreasing the effectiveness of close burst 1 powers by 1/4. Another problem is that facing, flanking and blast powers are altered. Finally, in terms of taking cover, more points to calculate from a point on your own hex means it's LESS likely a PC taking cover can hit any given hex unless you say you only need 5/6 points visible from a point on the hex, but this is a bad option because you're rewriting rules that are already balanced to work perfectly.

Finally, close blast 5 hex threatens more squares than close blast 5 squares, multiplying the damage potential by a lot!

Losing so much damage potential and being less vulnerable to attacks is a detriment to the balance of D&D 4th ed. I know this as a long time JRPG player who has juggled percentages and numbers his entire life, but not from actual playtesting.

Does anyone have a rebuttal? Have you gotten hex to work reasonably well without having to fudge numbers for your players or worry about accidentally making things too easy/tough?

Edit: I've found an alternative to Heroscape that uses 1' squares, but it needs funding: www.indiegogo.com/Terrablox