I miss attributes. Not so much the old class system which kinda locked you in place throughout the rest of the game (especially combined with the multiplier system). I get the feeling that our demand for a "custom class", which allowed all sorts of "exploits" to happen, is what ultimately caused its demise.
If we had classes, I'd much prefer them to be like professions (without any "custom" ones) with great variety, that made your character have a background, and eased up leveling on that professions skills but only for the initial phase of the game. Assume I pick mage as a background profession that defines by starting bunuses in relevant skills. During character creation I then "buy ranks" (or whatever the mechanic may be) in either mage or i.e. spellsword that may reduce my abilities to fully learn i.e. restoration but get one handed instead.
Then disconnect leveling from the skills. Instead skills are dynamic and must be maintained to keep their edge, and you may only master say 3 skills according to your ranks in a profession. The idea here is to allow the player control over his own leveling speed (quest like mad to gain levels, some of us don't like questing that much but still allow sensation of progress due skill movement).
The "buying ranks" game. It's basically a system where you "go to school" to setup your own potential in a limited selection of skills. The perks you get will still be available if it is one below the requirement (master perks would be available for expert, but not for apprentice and novice), but at reduced effect/hightened cost as governed by the skill.
Well, it's hard to explain in more detail

Nobody tends to read it anyway, so
