my first Tome character was a Blitzing Barbarian. I can say "lots of damage" if you can too, because that's what they dealt; their weapon + rage dice + blitz + str + combat school damage in their main hand; and weapon + 1/2 str + blitz + combat school in their off hand. I felt at the time that Rage Dice were a "main hand" deal anyway, and honestly... I didn't actually 'need' an other set of rage dice to swing around.
In any case, the character was lots, and lots of fun. The entire game was one of him deciding "kill this monster in 'now', or drag out the fight for more than 1 round". If he felt he could drop his target, he'd blitz and try to dump tons of damage onto the creature, hopefully killing it before it killed him. The side benefit of this was that he'd force his targets to decide to waste their AoOs on him, or wait and see if they could AoO an other party member.
It got to the point where
healing him "in combat" was actually an
effective choice for other PCs to make, since he was dropping equal CR creatures 1/round, but was usually in the 1-10 HP range; and more importantly, enemies would chase him first, or run in terror. It got to the point where Great Fortitude was his level 6 feat, simply for the bonus HP, and the boost to saves was handy too. I've personally felt that the RoW barb is best served by maxing their Con score, since their damage will always keep up to their enemies; while their saves and resilience to continue dealing buckets of damage are tied directly to their Con score. Also, a Barb's To-Hit is.... pretty much always going to be 'enough' to hurt their enemies.
((mind you, we play under the assumption that AoOs are used when an action triggers them, so, he'd take a lot of hits from stuff like... Ettins.

))
On PBS/Sniper synergy.... I think was intentional. Frank and K wanted to "deal" with the problem of archers needing tons of feats in a single action. If anything PBS, Sniper and the RoW version of TWF basically made Rangers viable, and have less limitations on how they act, or what they can do.
Overall though the fighter will tend to do less damage than an equally optimized Barbarian, especially in melee. The barbarian is the character who one-rounds everything it can get into melee range of, from Fire Giants to Cryo-Hydras, I've had a lot of experience putting the RoW barb through its paces from levels 3-14 in dozens of encounters. The class will just curb-stomp it's enemies, and that's often with very minimal optimization.
The fighter needs to have more work, and more tricks to be able to cope with the same things that the other classes can deal with. They need more "planning", but really, they're exactly as described in their write-up. They're a "martial equivalent" to the "wizard". Like the old adage goes, "if your DM ain't crying, your wizard ain't tryin'"; which goes equally for Fighters.