Sage Genesis
First Post
If you want fighter to be the "everything we don't have fun rules for" class, don't be surprised when fighter sucks.
That's not even remotely what I'm saying.
Look at it from this perspective: the "wizard' class is profoundly broad, being able to do pretty much anything he wants with the possible exception of healing (depending on edition and supplements used). But does it suck? No. And it shouldn't. And even though the wizard is the poster child of "casting spells" he's not the only one. Some concepts do get put into other, more specialized classes.
The "fighter" class ought to be in a similar position. Fairly broad, some more specialized concepts put into separate classes, and most importantly: shouldn't suck.
The idea that a generalized class is more likely to suck from an effectiveness point of view is completely false. And note that I'm not even talking about "everything we don't have fun rules for", but instead just the core concept of a martial warrior.
The strong point of class-based systems is describing specific archetypes. If a game is to support a wide range of varied character concepts, instead of funnelling players into archetypes, a skill-based, classless system is much better. And a system with player-defined traits (aspects, distinctions etc.) beats even that.
All this depends heavily on how the systems are implemented (compare the classes from D&D with those from Alternity or Anima, for example). Your statement assumes far too much.