All I can say is that the mental image of the tarrasque snapping a flying wizard out of the air like a dog with a frisbee has brightened my day immeasurably.
Holy (Night) Cow! I'd sort of lost track of this a little while after it moved from RPG.net, and now there a staggering number of posts. I can't wait to get caught up.
Skeletons will only hit it on at natural 20, so first round they do about 55 damage a round. The tarrasque can kill between 7 and 8 skeletons a round (since a 33 hp skeleton will survive a tail slap). The skeletons will do about 350-400 damage to the tarrasque before it kills them all.
They can certainly try. It's not obvious to me yet how well this will work, especially against the sorts of mobs of lower-level baddies that can bring the conga lines. A lot of that is probably going to depend on initial setup; they may be better off spending those initial actions on better...
It's not obvious to me why it's ludicrous. The wizard will be spending slots and/or actions on shields, thunderwaves and misty steps if they're getting mobbed more often, which does constrain their effectiveness. The fact that it's a different design approach from 4E doesn't really address the...
Take the Dual Wielder feat, which allows you to use two long swords, battleaxes, or rapiers, and do an extra point of damage per attack, while giving you +1 AC. At 20th level, you will be doing 5 * (1d8 + 5) damage, which averages out 47.5, as opposed to GWF (greatsword or maul) which has you...
I put together a Google Docs spreadsheet; it currently lacks the path/order/domain spells, but does provide which base classes get the spell, what level and school it is, whether it's a ritual, and which page its description starts on.
This is a somewhat incomplete analysis, because a lot of the things these characters can do can be done absolutely reliably (obviously even world-class athletes can't break world records every time), and under really suboptimal circumstances. I'm pretty sure the world record long jump wasn't set...
Its hp are equal to 4 * the ranger's level, and it adds the ranger's proficiency bonus to AC, attack rolls, damage rolls, checks and saves. So it does get better, but not a lot better.
One thing that stands out is that the Sorcerer's spell list is considerably different from the Wizard's. There are some flashy evocations (like Earthquake) that it shares with the Druid and/or Cleric, but it lacks all of the named spells (Mordenkain's thingamajig or Otiluke's whatchamacallit)...