Initially I was quite excited about subclassing. I tested it on the PTS. It was a ton of fun, like having "dev codes on". But I am also having second thoughts.
Many people have already stated their worries that such a massive change will break the game and, while it is totally fun, it will create more problems with balance than anything done before.
So, I was thinking that a couple of things would have been probably a safer bet than a skill salad.
1) Class change token. It seems adding/changing skill lines is not so hard to do.
This would have helped veteran players to revive old characters or their main. Also it could have been part of a free bundle for returning players.
2) More morphs and skills within the class, including more themed visual effects, combined with Scribing. I was expecting more from Scribing with this update. Speaking of scribing, doesn't it feel like a waste now? The potential was real.
My concerns:
In my case, having a nightblade with two skill lines from two other classes, makes things very confusing. Why are we calling them nightblades anyway? Why not call them "<insert race> hero", and mix all three skill lines freely if we are already playing with two?
Some will say that all this is optional. Sure, until it isn't, like when you want to do a harder dungeon, trial or a specific pvp mode. And I don't see where the "pure" classes have any advantages over the mixed ones. Instead, I see that iconic abilities of most classes are being nerfed to counter the exotic combinations which theorycrafters are already discovering.
So, sticking to my old class will leave me in a disadvantage. There is no clear gain/penalty for using one or two class skill lines from other classes, like in many games. For example, Elder Scrolls character creation, while not using classes, had a system where you could chose extra spell resistance, but at a cost of not being able to use a certain metal or a shield. You get the idea. There is no hint of having such cool trade-offs which can also add to a role play element or to character identity.
I am sure the devs played with this a lot before committing to this path. They might have data that leads to conclusions we can't see. But I am starting to doubt the benefit of this major change, in the way it is being implemented. People wanted to change the class or have more skills, not to put classes in a blender! Probably, more communication from the dev team is needed.
Lastly, think of the success of the Vengeance campaign. We played the most basic character templates, with far less abilities than available now, and had a ton of fun. So, I don't think the secret is having as many skills available as possible. It was a clear case of less is more.
[PC/EU] Tamriel Hero, Stormproof, Grand Master Crafter