As someone who depends heavily on CC for my 'nids, I have quite a bit of trouble killing things in CC unless I've planned it carefully, simply because the stats have levelled out so much since 2nd.
Once, CC troops were nails, and Shooty troops were good at shooting. Now most are ok at both.
For example: genestealers were once the most feared CC critter out there. WS 7, S6, 4 attacks and I6-8? Ouch. Now? They are more or less the same as marines, with a couple of attacks ad initiative that is about equal to most Eldar. No power weapons, just a small chance that some wounds will bust armour. No-one really fears the genestealer any more.
I don't know, my Battle Sisters still don't want to be anywhere near even 3-4 Genestealers. :p
More to the recent conversation regarding shooting vs close-combat units: A really good round of shooting typically nets me a few dead models in a squad. A good round of close combat nets me the removal of the opponent's squad completely. Typically how I see shooting is a way to soften, delay or potentially finish off an enemy unit. I can't count on it to do the job on it's own, so I usually need to go in and hit the unit I want dead with something close combaty
The problem I have with the claim that shooting is king (from someone who's army only really gets at shooting within 12" of the opponent's models) is that the biggest problem I run into is that I can not reliably nueteralize an opponent's army unless I focus fire on a specific target until it's dead (and we can't see if it's fleeing until AFTER we finish shooting at it. If I spread out the shooting to hit a little of everything I can weaken but not break his list. For me my close combat units can on the otherhand remove 2-3 threats from the table in a good round of combat (choosing your targets helps a lot too) and can often be the deciding factor on how well I'll do in a given game/turn
Personally I feel that 40K has a good balance in it's rock-paper-scissors feel. Units that are good at shooting are either restricted by the range of their weapons (Sisters) or aren't that good in combat (WS/S/T3 like some of the Sisters units, Guard and Tau). Units that do combat well either can't shoot or don't bring a lot of quality shots (a unit of Bolt Pistols is how Marines tend to handle it and though Orks get around their quality control issues with quantity, they do that for everything and have other weaknesses (like low leadership and initiave) or have really poor range (usually 12" or less). And balanced units tend to have Rapid Fire weapons, or run around being basically okay at everything while not being awesome at it (Tactical Marines are a good example of units that are okay at anything you put them up to, but aren't the best at it).
As for really awesome shooting vehicles they can't do combat (free hits at their rear armor regardless where you attack from in relation to it!), can be kept from shooting their awesome weapons by being stunned/shaken/weapon destroyed/wrecked/exploded, and if their walkers they either tend to be in squadron (which makes them a little more survivable but means they wreck on a 4-5 and explode on a 6) or are independent but suffer the same issues as regular vehicles, have middling armor (typically 12) and can be killed rather quickly by a decent player.
Really all it comes down to for me in the end is the dice screwing you over. Because in all honesty that tends to be the most effective way to lose a game these days (at least for me) as it effects me more than being shot, assaulted or even deployment.