As for the divine/arcane magic split I like it I enjoy the fact that magic comes from different areas. Though I always wondered what would happen if you got rid of it and just said pick your spells from the entire list.
Sometimes I think to myself "if the town guards are higher level than us (and it's obvious they are because they beat the bejesus out of one of us for breaking the law,) why is the king bothering to hire us to fight goblins?"
Similar to the god issue...
Sometimes I think to myself "if the town guards are higher level than us (and it's obvious they are because they beat the bejesus out of one of us for breaking the law,) why is the king bothering to hire us to fight goblins?"
I try not to think about it. However, I'll also say that's a reason why I find myself moving toward systems which don't have levels in the D&D sense.
Probably everyone would play clerics and never play sorcerers & wizards. You'd have to do something about the better weapon proficiencies, armor and attack advancement to compensate for "spells for everyone! Errr, except you Mr. Fighter." (Remember, the rogue's got access to Use Magic Device)
Maybe, he needs his town guards at home beating up on lawbreakers? Is that really a stretch to conclude?

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.