Yeah, but none of this is new. Every time a new book comes out something - a skill, class, spell, race - get overpowered b/c the publisher didn't foresee every possible combination or way it could be used. This eventually gets exploited by clever players, and the ultimately revised.
That's why its up to the DM to try to take the published guidelines and decide what works best in his/her campaign.
Despite all the whining from rules lawyers about 'but its in the book!!!," experienced DMs have managed their campaigns as they see fit. Some don't allow certain classes, spells, races for players, abilities, etc. b/c they don't fit in their scenario.
Arguments about 'house rules' and 'gimping classes' are just silly. Since AD&D it has been called the "Dungeon Master's Guide" not "Dungeon Master's Commandments."
Ignoring this basic principle is how you end up with Monty Haul campaigns where characters walk into a magic shop to buy whatever they want 'because in the rules it says magic item X is only 3,000 gold pieces!" Or wizards who have access to every conceivable spell every published, or players who talk to gods on a daily basis so they know which spells to cast the next day. ROFL!