I personally do, or at least the option to pick them. Right now the sentinel feels like a lower damage scrapper for people who don't want to chase mobs. It's great for playing while you're trashed, but I'd like to see its role possibilities expanded. Currently there's a pretty narrow range they can do with pure damage/survivability. There is design space to be explored in utility however.
I would propose adding a new power to each attack set, "Close Quarter Combat". Similar to Kheldian forms, selecting this would also unlock 4 additional powers: 2 single target melee attacks, a PBAE/melee cone, and confront. Have the power itself grant a damage boost to melee attacks, move speed increase, and take taunt sets. Then you can have a nice little offtank setup or have a reason to enter the fray a bit more and actually get more advantage out of the defense secondary.
Similarly I would include a "support style" power in the defensive secondary that grants an large improvement to the defensive opportunity and several support/cc powers with with mastermind buff/debuff/heal numbers.
VEATS already get to be ranged/melee/support with mez protection. However VEATS kind of suck in that they are narrow in concept and have a built in story. There's a reason they're the least popular AT, despite being quite powerful.