Honestly, I wish they would scrap the subclasses and the weapon proficiencies, dump them all back into a class talent pool or a general talent pool, and then let you pick and choose from both of your class trees and the general pool. It would fit a lot better with the mechanics from the first game.It's interesting how easy it is to break the game by using specific subclasses or multi-class combinations. There is not even a semblance of balance between classes or even subclasses within the same class. Evoker is the only usable Wizard subclass or there is no reason not to be Devoted if one of your classes is Fighter, etc.
Some of the subclasses are just mechanically bad. The Mage Slayer (desc.: Gains spell resistance and can disrupt enemy spells, but cannot use potions or scrolls and beneficial spells have shorter durations) has a situational advantage that comes with a generalized cost. The black jacket loses constant recovery for reduced recovery on weapon switching and an extra proficiency slot - not bad if you want to make a gun specialist, but constant recovery is kind of a big deal.
Devoted is bugged right now, so they get their advantage with all proficient weapons, not just one. But honestly, how many new players will switch weapons to match the enemy weakness anyway? And what is the point of eventually giving the player 7(!) proficiencies, other than to clutter up the UI with modal icons. It made sense in the IE games when pips were cumulative, but no character will ever use 7 different weapons. You don't even have that many equipment slots.
Multiclassing has made characters much stronger, or at least has introduced a much wider power range for characters, but the system itself is much less flexible than it was in the first game. You end up picking a lot of the same talents over and over because you don't have nearly as many options in how to spend that talent/ability point.