One thought that kind of went through my head reading in on the should chrono replace phys discussion, what if we had an alternative to “replacing” certain classes. Rather had a few “linked” concepts… Chrono could be the first one.
Linked meaning, a new class is added, in practicality though it is tied with the class it is mixing. IE in short when the game normally would roll a phys, it then flips a coin for the alternative. It still effects the weighing the same, IE 2 phys’s makes 1 chrono impossible, but 1 phys 1 chrono is possible.
The general concept could allow a bit of varying of classes, and allow more classes to be added, even ones that would normally be avoided due to the tendency to “step on the toes” of existing classes. Giving a bit more variety.
Admitted where it gets the roughest to try and figure out would be with cult… as that puts more abilities than one can reasonably give a cultist to try to maintain, not sure how to address it from there. Maybe that would involve one choosable or automatic ability or set of abilities upon conversion/start of the game.
(if automatic it would be random for the starting, chosen automatically based on what convert type if converted).
Having more classes/alternate versions of classes, could also help lessen the “boredom” of classes, as to my knowledge a good portion of the “this class is boring and sucks” is often linked with “I’ve been it 5 games in a row”.