D'karr
Adventurer
As for 1), well, what's that different about taking a feat to be a sorcerer and spending a level to be a sorcerer? I mean, I'll admit, the power-swap feats are too much of an investment. I've rolled their benefit into the main MC feats. But other than that, what? If you want your character to change from paladin-with-sorcerer to sorcerer-with-paladin, rebuild it! I can kinda dig the system mastery bit, but even then it's not like you need to know the guts of the classes to get reflavoring or weird character building right. Just basic descriptions and ability score preferences, with maybe some powers if you're being picky. :/
One of the things the designers of 4e did was to severely curtail multiclassing/dual classing. Multiclassing requires "real" investment rather than a passing "lip-service" to actually changing the basis of your character. This was a direct reaction to the abuse prone multiclassing found in 3.x, where a lot of multiclassing was being done to "fish" for mechanical benefits. IMO, the pendulum swung too far in the other direction.
Interestingly enough the core system is also solid enough to allow the DM to modify multiclassing, as he sees fit for his game/campaign, with very little mechanical impact. I'm one of those that has modified multiclassing, specifically because my players don't try to abuse the system. I've rolled all 3 of the multiclassing feats into one. The power swap feats are assumed as part of the multiclass feat, and it has not broken anything, yet. I think even themes can be used to good effect for multiclassing. If the DM doesn't feel comfortable modifying the systems, he still has other options.
The game provides a built in retraining system, that allows a player to change his decisions as he moves along. Usually, if you don't have jackholes as players, the game system can be rather easily tweaked to accommodate almost any option you like.
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