I think "min-maxer" is the proper term, or at least the one that I'm familiar with.
Oh I know, same with "power gamer," but the term I'm thinking of doesn't mean someone who mix-maxxes. It's purely for someone who only plays for the combat or similar mechanics. I think it might be something as simple as "Rollplayer."
You forgot "Munchkin".
Here's been my person breakdown on these types:
Munchkin & Min-Maxer: Just cares about the numbers, nothing else, and wants a brokenly powerful character. The difference between the two is while a straight min-maxer just tries to find the most powerful combinations, the Munchkin will try to drag in whatever wacky homebrew or off-brand splat they can find.
That is, a Min-Maxer will wear scale armor and wield a bastard sword because that's what has the best stats.
A munchkin will be a paladin with DEX 20, a Thri-Keen whip, and wearing dancer's silks despite this being set in Greyhawk.
Power Gamer: Doesn't always want the best number but wants the most powerful numbers. These are the people who the 5-paragraph descriptions on the limitations of Charm Person are written. Munchkins and Min-maxers are about broken characters, a Power Gamer want to break the system.
Anyway, there's little out there about it, but while there seems to be praise for it, details of what the setting is about is slim. I might have to pirate the 4e phb/dmg or whatever books it's in.
So far, it's relative obscurity sounds like the best thing about it. Supposedly it's a "points of light" setting, which @Gingervitis called it's own setting
I'm a huge fan of Nentir. Its an amazing below-10 sandbox with lots of interesting things to see and do, but with plenty of space for you to put in nearly anything you want.
Its fleshed out enough its not just "lol, idk, there was an evil king or something. figure it out" but not so overly heavy that its extremely easy to remix and change around to suit your tastes.
There's actually a lot of 4e info out there on it, but a decent amount of it is buried obscurely in splats, articles from
Dragon, the 4e Novel Series (which I have not read but I've been told is "Good-side-of-OK, Not Great"), and in other 4e-related products. In fact, the only "official" world map is from a 4e-adjacent D&D Risk rip off. (which from reviews had a ton of potential but failed on delivering it + some balance issues)
As another example, Nentir map has Gardmore Abbey and mentions its a fallen citadel of an order of Paladins, but Madness at Gardmore Abbey explains much more about the order and their effect on the region's history. Thunderspire peak has its very own things going on (the splat by itself isn't very good, but it has some interesting material to steal).
Hammerfast has a splat, but its nearly 100% fluff. There are some NPCs and monster/item stats, and some plot hooks, but no "campaign".
But the whole city was basically a worksite for Dwarven kings, think the Valley of the Kings, that got occupied and turned into a refuge when things went to shit.
On the official map, to the East there is the ruins of a Bel'Turthian city called Vor'Rukath that is detailed in another splat.
Right before WotC started to sunset 4e, there was supposed to be a huge Nentir vale pack that was to come out with tokens, dungeon tiles, maps, and collating all the obscure lore into a single place. But it never happened.
One of the other issues was PoL but Nentir specially was under a restriction that they couldn't deviate significantly from Forgotten Realms (I think it was forgotten realms; the 3e "default") because they wanted DMs to have players start in Nentir and then be able to step out into other settings.
From the videos, the setting not being properly fleshed out and then abandoned sounds like it's greatest strength. Again, I feel someone said this already, so claim your credit at the lost and found. Point is, either by design or by accident, what little is available is all gameable material, and there's a bunch of blank spaces to drop whatever you want in, if you're so inclined. I'm sure 4e scholars here can tell me if they were intended to be filled in later. But having unanswered questions is one of my favourite things about Eberron. eg. No answer for what caused The Mourning means it retains it's mystique, and it's possible to build campaigns around finding the answer.
The best thing about the Nentir is that they did a very good job making everything interrelate, but also make everything very modular.
The Orcs of StoneFist pass in the Carigorms feature a lot in the lore, but you can completely ignore them or replace them with a Donut Steel threat with no issue. Hammerfast gets a lot of mention, but the party never needs to actually go there and you could easily replace it with another city.
The wost thing about the Nentir is they made a lot of things interrelate in ways that aren't apparent. The mention the area is technically in the territory of the Barony of Therund, but Therund is never covered anywhere. It/the Barony get the best mention in a splat about the Trollhaunt Warrens where Party hits Paragon and steps out of the Nentir.
The City of Sartel, which other than the "default" city of Fallcrest and Hammerfast is the other major city in the area, gets zero press other than that it was part of the Teifling empire and they do a lot of silver work until a sort of thin Dragon article. Same with the Eladrin's city in the Feywild.
The other problem is that while there is plenty of space to introduce new and/or hidden threats (i.e. Thunderspire connects with the Underdark) unless you do level scaling (which I loathe) you either have the issues of "all the city guards are lvl 20 so why do they need outsiders to deal with some Kobolds?" or "Why would we adventure? I'm level 15, I'm turning evil, enslaving the region, and no one in 2000 miles can stop me".
4e's utterly broken economy does nothing to help this.
But again, its 4e. Its expected there is a little RP talky-talk, some shopping, but the core of the session is the players just arriving at fight. Serious questions about how they got there is something only Grogs whine about.
I also have some issues with the timeline; in the official lore the whole region was aunder sway of a mostly-subterrean Minotaur kingdom as recently as 400 years ago. But given the Minotaurs are patterned on ancient Greece and the Minotaurs have all nearly completely vanished, that just seems obscenely short time for me.
My only dragon character who showed up from time to time was an ancient gold dragon task-assigner where it was always a running gag "why doesn't this near deity just go do this himself?" I always had an excuse though. He had to get a manicure on his claws. Whatever.
My usual go-to with the insanely powerful Patron is that their Patron is the servant of an even more powerful entity. Its had this task delegated to it, and now its delegating to the party. Sometimes with additional layers of management between them.