I both agree and disagree with you @Bepples
A large part of class fantasy is indeed about core mechanics/gameplay.
But the things that might not have any impact on your core gameplay(in combat as an example), may for many be just as important.
For me personally, I would love it if they redesigned the way in which we learn new abilities and such.
I would prefer if, once we reach the level required to learn a new ability, we get to start a questchain from our class trainer that essentially lets us know more about the background behind the ability along with how we learn to use/craft/conjure it.
Example:
Explosive Shot as it worked in the past when we still had ranged SV.
Today, it would probably be tied to us reaching level 10.
After that, you can head to the class trainer(by directive) as he/she has something to teach you.
For this particular ability, it would in that case required you to have chosen Survival as your spec.
The questchain itself wouldn’t need to be that long. Just enough to show us how to attach explosives to our arrows/ammunition. Along with how to make said explosives.
Why would I suggest this?
Honestly, because the system that we have today where you automatically ‘‘learn’’ a new ability when you reach a certain level. Where that ability just pops up in your spellbook, it just doesn’t make sense.
Nor does it provide us with an adequate feeling of learning and progression. On a character/individual level.
These things are/should be important in RPGs. Both SPs as well as MMOs.
Sure, the leveling process would take longer with a system like this in place. But it would be a lot more fun than smashing through dungeon after dungeon or completing random quests.
Not saying that the above can’t be fun as well. But you need something that changes your focus at times. Something that lets your brain do a quick reset. And, something that adds to the immersion.