Since noone responded to it in the wizard thread, and this is really important, I'm starting a new thread about it and reposting my post over there over here.
Personally, I like the nerf to wizards; if anything, they didnt' nerf them hard enough. Polymorph is even more overpowered than it was in 3.5; it's as bad as Shapechange was, on top of having a Save-or-Lose effect added on top of that. The set list of alternate forms that showed up with things like the Wild Shape variants from Unearthed Arcana, or the various polymorph spells that showed up in later materials would be much better; less flexibility means less brokenness. Of course, care would need to be taken to preven the
Web is, again, area effect Save-or-Lose, by denying enemies mobility, Hold Person/Monster are Save-or-Die, Dominate Person is Save-or-Lose, et cetera. They've nerfed a few spells like Sleep, and seem to have removed others like Grease or Glitterdust, but there is still a lot of work to be done.
This is a problem Clerics have, as well; Divine Power makes them flat-up-better at fighting than fighters. A +7 bonus to hit/+4 damage is better than +4 to hit/+7 to damage for all monsters with an AC of less than 21 + Strength bonus, which is to say, it is superior for all published monsters, since the highest AC any of them possess is 18. A possible solution for this particular case would be to make a maneuver that lets Fighters add their Expertise dice to their attack rolls; this would give them +7.5 to hit/+3.5 to damage, which would make them roughly comparable.
If the goal is to make fighters and rogues as useful and powerful as clerics and wizards, they need to get rid of overpowered spells that let them do the jobs of those fighters and rogues better than they can!