Yeah, I can agree with you on that. I was the other day reading the manual of Just Cause for the Xbox 360 and I was pleased on how well done it was. It doesn't limit itself on telling you the game's controls/guns/veicules, it also incorporates elements of the game's setting (fascism) in the form of in-game news or ads. Not to mention the print work.
Even through I'm moving more and more to digital, I like manuals even if I don't use them to help me. In fact the aid aspect of manuals I referred on the other post is kinda lost for me, I referred it because it has similarities with a game description, but I don't see aid as something I use in a game manual.
Not that I think that making a weapon/item/control reference is unappropriated for a manual, I just don't have a use for that. (granted, I don't play games that require a lot of info from the player, like the Ultima series and Civilization)
However, I see a manual as something that further explains parts of the game world that weren't shown in the game. It can show in-depth description of the game's elements, and in some cases it can even show some fancy concept art like the one from Zelda 1.
(For curiosity's sake, does anyone use the "Notes" section of a manual? I think I never wrote on one of those...)