So - another Eleven Foot Poll draws to a close. The question this time was "As a DM, which of these player behaviours annoys you most?" and you've thankfully avoided a humorous tie between "indecision" and "no team focus" by expressing a clear hatred of rules lawyering.
A couple of years back I was privileged at a convention to meet Steve Jackson, creator of the roleplaying game GURPS. It's a game is known for its almost endless supply of supplements, expansions, and conditional rules, and speaking on that topic he said, "I would rather be dragged through a knothole sideways than play one of my own games using all the crunchy bits."
Here's the thing: in a roleplaying game, rules aren't rules. They aren't laws that govern the universe and they aren't immutable commandments governing the one true way to play the game. They're a toolbox; a list of options available to DMs to aid in resolving conflicts and stimulating desired player behaviour.
DMs should use the rules. They should understand the rules and know why rules have been crafted in the manner they have. In well designed games - and 4th Edition is a well designed game - the rules are deliberately crafted to achieve a particular goal, in preference to other systems which were trialled and found wanting. A DM modifies the rules at his peril, knowing that he is substituting his personal brainwave for something that has the benefit of experience and playtesting.
At the end of the day, though, the rules belong to the DM. They live in his toolbox and they only come out when he wants them to. If the DM decides that today is the day for a screwdriver instead of a hammer, the players can point out that they like the hammer, but not demand its appearance. The player who thinks they're entitled to the hammer is a player who's mistaken.
Rules lawyering is the manifestation of that mistake. Rules lawyering stems from the belief that the printed rulebooks represent a higher authority than the Dungeon Master, and that in times of dissatisfaction they can be appealed to in order to provide relief. But they are not a higher authority - only, at the best of times, a wiser one. A player dissatisfied with their DM's games is best served to argue not using their rulebooks, but using their feet. The game your DM runs is the game he runs - if you don't like the game, don't turn up to it.