Well, personally I think that GMs should get some kind of bonus, after having gone through all the classes.
Exactly what it will be cannot be determined until the entire system is finished and balanced though. Which may take quite some time, so you will have to be a bit patient.
But yeah, if it were up to me, GM should still be something significative. Although pursuing one single class out into it furthest twig should also mean something.
So in the end, maybe it will be a question about the Generalist versus the Specialist - both powerful fighters, but with different strategies for battle.
And I think you should have to make a choice. You cannot be both a generalist and a specialist. And you should only be able to top the skills in one class at the time. It should be possible to change to another end class, but then you'd lose the top skills of the earlier one.
I'd also like to take this opportunity to support Toch when it comes to thief skills.
Strangle, throttle and garotte should be fixed ASAP to work as intended. It takes quite an elaborate quest to learn throttle and garotte, which are thief skills exclusively, so they should be good.
And what happened to poison weapon? That is supposed to be a good thief skill too.
Historically, the entire Fenizia zone was built around poisons, antidotes, the poison weapon skill and the bravos. It has always been one of our most prestigious zones, and I'd like to see it keep its importance.
I'd actually like similar class-specific top skills tied to a special zone for all the classes. In this the coders and builders should work closely together. If the coders design the top skills for each class, the builders will provide the environment and quests to learn and train them.
And I'd still like vampirism and possibly lycantropy to be an affliction that isn't tied to a certain class. Both should have powerful advantages, but also equally strong disadvantages. Subskills like FuryAttack, NightRegen and DrainBlood should be vampire skills with an epic quest tied to the vampire zones Dun-Shivaar and Mirkwood, offering a choice to become a Vampire or a Vampire Hunter.
And some day we'll need to sit out together and sort through the entire subskill system.
Which are better off as real skills?
Which do we not need at all?
And what other subskills would we need?
As it is, the entire subskill list seems a total mess to me.
Some - like the Craft skills - are way too detailed, since they will probably all be scriptrun anyhow.
There are even some that seem double - like for instance brew and brewer - and in addidion there is the ordinary Brew skill.
I am going to set up a new thread about this, so that we can discuss what should be done about them.