Thank you for your input on the matter NeutroniumDragon. The skill cap in my opinion *forces* the player to build characters a certain way. While I agree that it is nice to have a broader build I would then suggest that you get points in each tree, with the one your class is in getting the most points. That way you'd encourage players to build many different abilities while still allowing for specialization into specific Abilities within these areas (primarily the primary school since you'd get the most points there). Maybe in character creation you could choose the order of the schools - I'd want to be Warrior, Wizard, Survivor, or the order might be based upon the class you choose with some classes getting one School twice. Wizard might be Wizard, Wizard, Survivor. This does come with a few implications, as the game would then force you to spend points in areas where you might not have wanted to spend them. But since you seem to be maxing out really early anyway you will soon have to expand towards them in any case. As for Social this should get a pool entirely of its own, since there is little point for a min/maxer to build into this section. (Exception Leadership/Lucky Charm; for *very* niche builds)
I do agree with you on the tank matter so far as to that a tank needs to matter, or why else would the enemy attack her? However, at this point in Alpha space & time the AI simply targets whatever is closest, or so it seems to me. So lets discuss how you could make the tank a viable target! Instead of contrived Taunts or the like, maybe the Tank could actually bring some serious Control Skills onto the battlefield? Such as Stuns, buffs to allies, Knock-backs and so on. Making her a threat simply by the fact that she denies her opponents a chance to attack while allowing her allies the opportunity to deal extra damage - a Leadership type character. This *does* sound like someone you'd want to target for a bit, while the Wizard might be a softer target; getting at him just won't be possible since there's a feisty tin can in the way.
And now for a fake quote! :]
"Offense might be the best Defense, but Control is the best Offense" - Ithiloneth Moonsnow
Notice that I argue from the point of view of a min/maxer, in the first segment. While I admit the proposed idea is centered around min/maxing I feel that it might not hurt those who don't want to min max. There are of course problems with what I've suggested and as always I don't mean to say that I think the idea is flawless or even very good. I feel like I've been spouting enough ramblings at you, if you can make sense of this please get back to me!