And it doesn't work all that well for the video game, either. It's just worse in the tabletop one.
Yeah, it's a "we're not D&D, pinkie swear" kind of thing.The sad thing is, with the Abilities/Talent setup, Fantasy AGE could have been really good if it hadn't tried to copy D&D. If they'd gone classless, had a core racial selection other than 'human/elf/dwarf/handling/gnome/orc', and maybe more fully embraced the science fantasy aspects of Titansgrave it would have stood out quite a bit more*. As it is my experience of the official forums involves being told that it's completely different to D&D and please ignore all similarities and the clear line of descent.
Classes have their purpose, as do restrictions. But the warrior/mage/rogue chestnut just has none of the potential benefits of classes. "Warrior", "mage" or "rogue" aren't archetypes, roles or niches. So all it accomplishes is making sure every fight-oriented character has to be a big, dumb door-opener with heavy armor and big weapons, while those who want to have a bit more finesse or skill are pushed towards the "thief" baggage and restricted in how they can fight.
I think a way to start is to make sure they give more than they take away. If classes are meant to let you play out archetypes, that doesn't mean they should plot out your advancement from Day One. I also agree that levels are responsible for a lot of the problems that classes get flak for. Classes have their use, but I really don't think levels do.