It's indicative that the current writer's guidelines talk about the character builder as "bloated" with options. Since when are options a bad thing? Isn't the purpose of a game like DnD to provide a framework through which players can create on their own? If we wanted everything to be set in stone for us, it wouldn't be playing it would just be reading. (Not that reading is bad. I don't sit down with a novel and imagine I'm playing a game though.)
If we judge by the material they give us, it's pretty clear that the design team doesn't want players to have any freedom. The "Essentials" showed us that with their complete gutting of the broader fourth edition's versatility.
Mearls frequently talks about letting players play the characters they want, but he's consistently undermined the systems which would make it possible. What he really wants is to have freedom himself at the expense of the players he's supposed support. One of the most surprising examples was when he talked about subclass design, about imagining a character and then being free to design it apart from the supposed confines of the 4e structure.
The subclasses produced too frequently lacked both utility and versatility. They were full of material that couldn't be integrated into any other vision, not even other builds from the same parent class, and which were themselves deprived of the options other characters possessed because the designers refused to employ any of the same building blocks. In short, the freedom that Mearls' praised completely eliminated freedom for the player, except freedom to play his way.
The same domination is becoming increasingly apparent in Next.
On first blush it might seem the opposite is true. For example, aren't the many specializations an example of granting freedom to the players? Unfortunately those specializations replace both the mechanics native to classes in earlier editions and the feats which allowed the customization of those earlier classes. They create the illusion of choice by demoting basic freedoms to optional ones. This would be like selling someone a car and then asking them whether they would like also to purchase the optional engine and tires.
Suddenly players have to select feats to be able to attempt basic tasks, which is a way of forcing people to use feats on things that don't provide diversity. Combined with the returned scarcity of feats, they've created a system that forces players to follow the designers increasingly narrow vision, but which hides behind the illusion of options. In truth the only options are to play what amounts to a pre-generated character or play character that's helpless.