If you enjoy 4e or thought any of these ideas sound neat, I also suggest checking out Draw Steel by MCDM! It isn't out yet, but I've been following the development and playtests and it seems really promising. It takes a lot of inspiration from 4e.
Building on the idea of healing surges, each character in DS has a set number of Recoveries that are spent when an effect would heal you and restore a third of your Stamina. But it also introduces Victories, a special resource gained by overcoming challenges that lets you use your best abilities easier. This means that at the end of an adventure when the players are approaching the boss, they're at their strongest (lots of Victories) AND at their weakest (low Recoveries, might die if they can no longer heal) at the same time, which makes for great dramatic pacing.
While it is explicitly a game about killing monsters, Draw Steel also has really fun rules for a wide variety of downtime activities, and an awesome Negotiation subsystem for important social interactions. The Negotiation rules literally require you to imagine the NPC as a complex, three dimensional person with their own perspectives, desires, and inner conflicts in order to succeed. I've seen it happen at the table, it brings NPCs to life in the minds of the players like nothing else.
The game has a big emphasis on making it fun for the Director to design and run combat encounters. You get a special resource, called Malice, that increases every round and can be spent to make monster abilities more powerful or to activate effects that change the whole battlefield. The guidelines for building encounters are robust and monsters have their own roles to help you create encounters that are more like actual puzzles to be solved with tactics than a slog of just rolling to hit the nearest enemy each turn.
It heavily features Minions as a monster type. Minions have a shared stamina pool, which means even a single-target effect can potentially knock out an entire squad. They also act in squads, so having literally dozens of monsters in play doesn't slow things down at all. I've run encounters with 19 enemies, no sweat.
Because it doesn't treat magic as an entire subsystem of the game that only some classes get access to, there's no martial/caster gap, and all the martial classes are just as capable as the ones that use magic or psionics.
If you liked the Warlord, check out the Tactician class in Draw Steel. It's all about giving your allies opportunities. Use your abilities to make them stronger, take extra actions, or reposition to adapt to the fight as it changes. It absolutely scratches the itch for a frontline support martial.
It also fixes one of the big design flaws in 4e, the way the game encouraged you to always use your powers in order of most to least powerful, with very little variation. First fight of the day? Daily power. After that you'd spend your Encounter powers and so on. Draw Steel instead gives you a variable amount of your Heroic Resource each round, which you then spend to use your Heroic Abilities. These are your biggest and strongest powers, but you can't use them right off the bat and they're all more situational, not always useful in every scenario so you have to decide what the best use of your HR is. Combined with the Malice and Villain Actions that the Director gets, this means that unlike 4e where fights were a nova in the first round followed by cleanup, Draw Steel fights get more exciting and dramatic as they progress.