The cleric still has his primary abilities: spells and turning. He can go all martial if he takes still spell. Likewise, some amount of ASF reduction would mean the EK would lose the heavist armor, but would still be able to be "fighter like" by wearing some armor. The lack of the armor means you have work above and beyond the PrC to be a "typical fighter and wizard" at the same time.
The lack of armor means the typical fighter/wizard should be willing to accept a "small" amount of Arcane Spell Failure. I mean, whats 10%? How much will that impact a character? Most people treat any arcane spell failure as if it was 100%. Granted, it may come at inopportune times, and it may be irritating to roll the percentile all the time, but to me it seems like a fun archtype. And for those times when you NEED a spell to go off, a prudent fighter/wizard would wear armor and have still spell memorized on the spell. Whats the problem exactly?
Heck it might be fun, with such a character, to occasionally don really heavy armor (even the heaviest only has what, 40% ASF? - your spells on average will still work more than half the time!) if the situation warrants. Does that mean you arent a wizard anymore? Nah, you can still break out some wands or chance the ASF, but mostly you should be playing a support-fighter role, or possibly a front-line fighter role (note: you wont last as long as someone with more HD).
There is nothing new here. Nothing compelling. Nothing more than a system patch
Before:
Ftr4/Wiz12 - I'm a fighter/wizard! I'm 2 spell levels behind everyone else...and -4 on spell penetration checks for my level..but I have martial weapon use - but only BAB +10/+4! I have 3 bonus fighter feats including weapon spec!
Ftr1/Wiz5/ElK10 - I'm a fighter wizard. I cast spells 1 level behind and -2 on spell penetration checks for my level, but my BAB is +13/+8/+3. I have 2 bonus fighter feats.
Well clearly its "new" in that it seems like a lot more viable of a character. Its just as compelling as anything else, the character makes compelling choices based on what happens in the game. The mechanics behind representing the character aren't the compelling part of the game for most people. I could rattle off some boring arcane archers, boring because their players played them boring. Similarly I could tell you about some interesting characters that had martial weapons and arcane powers, characters with conflicts, interesting reactions, etc.
I don't want compelling game mechanics, I want balanced game mechanics.
Have you read Oriental Adventures? There is a samuri class in there which is nearly the same as fighter. Those two classes should never exist in the same game. This just isn't reason enough for both
Actually they are "supposed" to exist together, as written in OA. Samurai represented a special class, not unlike a paladin, which was both an order and a caste unto itself. Fighter was still useful to display a high level bandit, a weapons master, or someone with martial prowess who wasn't a samurai. While the concepts of the mechanics are the same (d10 hp, good BAB, bonus feats) the reasons for playing them and the stories woven from them differ.
Technik