Everybody seems to think that because the Fighter does an Attack or Full Attack every round, that he's just taking one swing. The central concept of 3E's combat system is that every character in a fight is constantly performing maneuvers and stances, which constitute their Armor Class and their Attacks of Opportunity and maybe a few other things. That's the basic mechanism of combat. Giving martial adepts a list of "spells", even if they function a little differently, still makes them feel too much like the casters for my taste. To me, the fighter is elegant in his simplicity, and all the flavor is added in description - it doesn't matter whether you say he does a spinning roundhouse kick or performs the Adamantine Seven-Cuts Collapsing Kata, because the basic attack stands in equally well for any and all attacks no matter how you describe them. They all have the same effect - you hit your target for damage or you don't. It might be nice to have a bit more complexity in the basic system, allowing for things like knockback or mobility or or multiple weak attacks instead of a single all-out one, but the bottom line is that the fighter should not have a subsystem; he should instead be the absolute master of the supersystem, the basic mechanics of combat. Which he pretty much is, because he has a point of Base Attack Bonus every level, and that gets him iterative attacks much, much faster than the Cleric or Wizard. Once those two run out of spells, it's the fighter's time to shine, as he advances down the tunnel with a blade in each hand, spinning like propellers and forcing the kobold horde to fall back lest he have the chance to Great Cleave them all to death in the space of seconds.