Looks like there'll be no room for a lvl 12 Tiefling Monk/Sorcerer combo. That's a dying shame.
Seriously though, we'll let this one play out. The money is in WOW-style UIs, controls and gameplay. By deviating from the formula set as precedent by WOW, a publisher or self-funded developer is taking a giant financial risk. When you enter the fantasy MMO or RPG market, your potential customers are used to seeing certain features and elements in such games and this gives them a sense of familarity which goes a long way to helping them feel more comfortable in the game environment. In other words, the staples on which computer game genres have relied since the early days. Except that this time, rather than being developed by a one-person team in their bedroom, games like Neverwinter are developed on usually hundreds of thousands of pounds -- if not, millions -- in budget. Just like with major motion pictures, if the parties funding the venture have a weaker likelihood of gaining returns on their investment, then liberties of the design and development of the game will be restricted in part. This is one of the core reasons for the WOW style design being so prevalent in the game industry today, in the same vein that a hot chick must survive until the end in a horror film. It's the status quo -- and the status quo brings in the money.
Unless you're in-industry at a senior position in a highly respected -- and not necessarily large -- development studio or have some serious cred to your name in the games industry, realistically, you're not going to get very far in trying to change that status quo. Hey, even WOW was a big risk way back when it was being developed but it has paid off really well. Without the money Blizzard gained from it's massive success, Starcraft II and Diablo III would have been fainter propspects for development and, if they were developed, they would have been tied to more or less the same strict dev cycles as most any other game on the market, which would have likely led to poorer final products as a result instead of the exceptional quality of games that they turned out to be.
And, ultimately, that's not the way for industry as a whole to go. 'Better the devil you know than the devil you don't.