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As for another poster saying it would have created more diversity in templates, I'm 100% certain that it would have done the exact opposite. Once the optimal proficiency combination would have been found, that would have been the ONLY template you would see... until it would be nerfed, then the next one would arise and so forth.
In short, the Proficiency System simply added too much complexity and wouldn't have solved ANYTHING.
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I'm not sure if it was a plan to solve anything. From the looks of it, it was another way to add more options to the current templates with have now. You do make a good point about optimal proficiency combination, however, but doesn't everyone have an optimal character as it stands? Whether its a dexer, tamer, mage, etc. The only thing that differs is the gear each person wears + the person's experience & skill on using that template. Would an extra customizable option on the current AOS item based system cause such an imbalance to UO that it ruins the game? For players who feel that AOS ruined the game, then maybe. But those players have either dealt with it or moved on. The system isn't as drastic as what most people think, it's just an add-on to the item-based system we have currently.
As for the nerf stick coming and whacking templates, that's part of the game. We see it all the time when people complain a certain class is way too overpowered. But, most players adjust to the change and deal with it and find another template that is less overpowered. Sooner or later, everything will hit it's equilibrium point. That's part of the rebalancing process and part of the inefficiencies of the system. Again, it's not perfect but given feedback on how it could be improved and issues that should be addressed, I'm pretty sure it would be a viable system most players would enjoy.