I perfectly understand Blizzard's goals for what they want the game to be and how the removal of skill points served that purpose. I am, however, one of those people that is a little disappointed that the solution to the issue left players with unlimited skill swapping. There is a sense of achievement when you've fully leveled a character with a specific build and have put in hours to create a skill set that serves the given purpose you have selected. The ability for any one to instantly acquire (through a combination of skill swapping and monies spent at the AH) any given build to fit any situation does cheapen that somewhat.
I read the post that proposed the use of runes; that being the rule that no skill could be swapped out once it had been runed, to be very interesting. And I think it went a long way towards restoring that sense of achievement. Though, even that solution could be quickly worked around by spending a little time in the AH and then returning to town to have your skills wiped. What I'm looking for is a real reason to commit to leveling my character. I want something to show for the hours I put in that someone who has not put in similar hours cannot duplicate.
The simplest solution to me is the use of skill leveling. It's a really straight forward idea, taken straight from WoW (if that offends you, get over it). Just like many of the skills you train in WoW; first aid, cooking, fishing, or any of the professions, the more you use a skill the higher ranking you earn for that skill. If I choose to play through the majority of the game with a particular skill or spell I can expect that skill to be of a higher level and therefore more effective that one that I used very little.
I envision a system where this skill leveling would have a max limit, but one that was set high enough and with a slow enough progression that skill leveling would continue past level 60. This does several things for players. First it gives them a sense of achievement to max out any given skill and confidence that their work cannot be easily duplicated by anyone that has not put in equal amount of time. Second, It provides additional motivation to continue to grind in the game well after reaching level 60 seeking not only more gear, but also to level your skills. Finally, it adds even more customization to an already very customizable game, but in a way that does not necessarily add complexity. It can be daunting for a newcomer to the Diablo series to have to grasp the intricacies of a skill system where you have to manually assign skill points. In this solution all you have to tell them is "The more you use a skill the better it becomes."
I'm not ignorant to amount of work it would take to implement a system like this. And, I certainly don't think the game is broken without it. But a solution that better maintains the goals of Blizzard while also satisfying the requests of the player I have heard none.