A metagame note: I see D&D classes as having, among others, the function of providing power balance between characters by dictating what features your character can and cannot have.
I like the (vague) power balancing and how they provide what @Hyper-Man described as 'some type of party "schtick" preservation'. I also like having a common language like @Dungeoneer and @Jan van Leyden.
On the other hand I also like how some D&D versions have had advice on customizing the classes (like the 2e DMG), and I'm hoping the Advanced Class Guide for PF will have something similar. That gives the experienced players and DM the option without overturning the whole apple-cart.
So, for example, a min-maxer can't take all attack bonus and then add several attack bonus-boosting spells to his character. Well,
1) Is it so wrong if I want my character to be good at only one thing (attacking)?
2) Do I need an invisible hand to guide me away from making an unbalanced/useless character?
3) Shouldn't the GM be taking responsibility for these things?
1) Yes if boring munchkin = wrong?

2) You might not, but I think lots of players do. Lot of useless class-guides out there otherwise.
3) Doesn't the GM have enough on their plate already to have to do that for every single character?
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