I'd agree except for the Tome of Battle. First off, maneuvers are practically spells. They have limited uses until they're recovered, and can be cast from "scrips" (scrolls). Most have supernatural or even spell-like effects (literally casting fire, bolstering teammates, removing status effects etc). A warblade is still pretty martial, but a swordsage is a sorceror with a bizarre spell list and denial. And crusaders are WEIRD.
So already we have all the complexity of a martial character, plus the complexity of several lists of unique not-spells to cast. Sorta like a bard... Well, it gets a lot worse. Many of these abilities simply replace a standard action, which is fine. But then there are a bunch of lingering buffs/effects, "stances" which alter your combat rules passively, and then a huge set of "reaction" abilities which completely grind the game to a halt. Oh, that ogre is charging at me? Hold up! I have Diamond Rhino Faces The Mountain or whatever, I get to roll to make it bounce off and fall down. Let me just look up the specific roll, factor in my martial spellcasting "initiator" level...
Sudden Leap let the user leap as a swift action, which totally messed with battlefield control. Once per combat the barbearian (or my short-lived dervish) would roll a jump check, consult the jump table, and get to move that far as a bonus. Well technically the barbearian could recharge that mid-combat, but I'll get to that.
I think there was one that literally triggered when the enemy hit you with an attack, letting you take an attack of opportunity on them. Except there was also a feat in complete warrior that did the same, I think? Either way the barbearian (with his fuck-off 40 ft range, jesus christ) would take AoOs as enemies attacked, tripping them usually, but if an enemy did somehow manage to hit him, he would counterattack *twice*. And we actually had a major argument over the order the attacks procced in, because one of the books was vague about it.
So yeah, the Tome of Battle really slowed down combat by combining the slowest aspects of martial and spellcasting. That's the main reason I hated it, even when I used it. But also? It was BS in other ways.
These classes can't wait to recover their spells daily like proper casters. Instead, they each have *their own way* to recover. From memory:
Warblades (like our barbearian) get the least spells known and prepared at once, but they can recharge one per round with a swift action "flourish"... Or I think, simply by striking somebody. Such bs.
Swordsages (like my dervish) had to meditate for a full round, I think. So basically I got all my spells back after every combat - and picked the spells from a much larger set of lists. Oh, there wasn't one list... there were like 8 schools, and each class had access to different ones. I think swordsages got all but 1-2, and exclusive access to some schools that are basically just combat sorcery. Shooting flame, blinking or going invisible with shadow, it was crazy.
Crusaders were WEIRD. I'm pretty sure they had to roll EACH ROUND to randomly see what abilities they had available for the round! Maybe it was per encounter, I don't know, but it was a hilariously complicated roll of course. Fortunately we didn't use them.
So yeah, these special snowflakes got their abilities back with a "short rest" before that was a thing, or the warblade basically just kept using them will-nilly. These abilities that interrupted the game constantly. This was kinda frustrating as a cleric, and I don't know how the wizard felt. I think we just tried to bear it, since we both knew that primary spellcasters are OP at later levels (which we were entering).
But surely the barbearian warblade didn't have access to many abilities, since he only took a 1 level dip? HAHA, this is where it just gets weird! These insanely OP and overcomplicated classes are specifically designed to be dipped into! When you dip, you effectively get a bonus of half your other levels! And I don't just mean to your caster "initiator" level, ohhh no. You get to select higher level abilities with that bonus included. There are prerequisites for the particularly good stuff, and you do have relatively few spell slots to spend, but it's broken as fuck. And, as usual, really complicated.
But that just really cheesed me off as a primary spellcaster, where any bit of multiclassing absolutely crippled my main ability. Even the special prestige classes essentially had taxes on advancing in casting.
It's a shame really, because the book had surprisingly good fluff. I like the idea of making martial characters relevant at later levels, and this tries to do that... By making them whacky casters with generously scaling abilities. I think I see a lot of the Tome of Battle in PF and 5th edition, where I think these concepts were executed better. And spellcasters got in on the fun too (thinking of cantrips).