If you were put in a game where your BAB, Saves, AC, and HP didn't change by level, would you seriously be underwhelmed by 6 feats? In a best case scenario, you are a PsiWar tank and you just took Psionic Body+ a ton of free powerpoint feats. In a worst case, you took the +2/+2 skill feats and broke the skill rank cap.
Yes, I would be. What can I really do with 6 feats? Maybe a fighting style and something fun for the hell of it?
Part of why I was never into E6 is b/c the system isn't built for it. What happens to be a feat and what happens to be a class ability, and what level that is unlocked at, are arbitrary. So, some builds and concepts are fine. Others are not.
D&D's conception of fantasy has always been rather "gamey." That is, it only bears a passing resemblance to literary fantasy. Heroes are always shrugging off arrows to the chest, facing overwhelming odds, and so on. This has spawned literally hundreds, if not thousands, of discussions over what hit points are or are not. And, by "always" I mean since 2nd edition at least, when I got on the bandwagon. And, hell, I'd question whether D&D was "tested" in any real or useful sense at any level, viz. Glitterdust, Druid animal companions, and so on.
You're welcome to like what you like, but in my opinion it seems to me that you're asking something from D&D that it's not prepared to give. It's a game built around the level progression. As Caelic suggests, you may be happier with something else. I'd personally recommend Mutants and Masterminds for its peerless flexibility (that way any fantasy archetype is on the table) and way it handles a lack of power progression. There's also the very nice One Roll Engine and similar systems.
Finally, it occurs to me that loot progression is anything but smooth. Or, at least, it totally can be. A keen weapon, belt of battle, big stat booster, staff, and so on can radically affect someone's power. In a way, level-based progression is at least predictable, if extremely spiky (which I will freely admit).