Melee combat is just way more fun that pointing and clicking, so to speak.
HOLD UP
HOLD EVERYTHING
You're saying that, in D&D 3.5, melee combat is less point-and-click than spellcasting? WHAT?
Let's recap: your melee combat choices are: standard attack, full attack, trip, sunder, bull rush, overrun, and total defense. Sure, you can mix up your Power Attack and Combat Expertise and Defensive fighting modifiers, but once your character is built that's all the customization you get on your attacks.
Wizards, on the other hand, should have in the mid-20's of spells prepared at any given time (at our level anyway), some of which may or may not have metamagic feats applied to them. They can also have their familiar go do stuff for them if they feel like it. And don't get me going too hard on the wizard's flexibility... if your warforged juggernaut needs to kill something that's immune to magic, he points, clicks Power Attack, and rolls a d20 and some d4's and d6's or whatever size damage dice your "overpowered" armor spikes have. Whereas the wizard can cast an illusion to make himself disappear and wait for the warforged's Antimagic to wear off and then blast him, or take away the ground from underneath him and kill him with falling damage, or cast fly and then spam disjunction and then use a quickened spell of some kind when it finally works on the antimagic field, or summon a whole bunch of land-based nasties and cast fly and tell them to kill the automata and fly away and let them tear it to bits when the antimagic only dispels the wizard's control over them, etc. etc. etc. ad nauseum.
Whew... I don't think I should read Bay12 just after watching a bunch of Zero Punctuation when I'm tired. It makes me use run-on sentences.