A few patches ago, some changes were made to the skills system to hide certain trees until requirements were made for new players, (Requiring killing a mob to unlock the tree, equipping five pieces of a set, etc.) in order to help newer players avoid confusion from skills overload. However, with the newer level advisor, I think it is having the opposite effect, of hiding necessary skill lines from new players. I noticed this when making a new Templar (Gleaming Champion), and I ran into a bottleneck immediately, suggesting it has me take Wall of Elements. Which is an issue, as you do not get a Destro staff up to that point. But overall, it seems like the stated reason for the change is no longer valid, and could use reverting. Rather than throw a long list of skill lines at the player, the skills adviser helps to funnel them to a path. But locking the lines behind the requirements seems to do the opposite now, as it dead ends them until they find the weapon/armor set needed to unlock the paths.
Aside from unlocking all the skill lines again, then perhaps a selection of weapons or armor sets in the beginning could also be useful in helping new players get used to the roles and class. Giving the players an option to select a weapon set/armor set would be nice, as they can start leveling those things immediately. This does not seem to be breaking in any way, and would help new players begin learning and playing immediately, rather than running around looking for the right weapon or armor.