Perhaps you should consider writing an article defining what you mean by "old school style?" As is, I am having difficulty seeing how either the fighter or rogue reflect old school style play - at least, the style of 1st Edition AD&D that I play.
I am not saying that you are wrong in labeling your changes as "old school." It is just that how one defines "old school" seems to vary from person to person.
You make a good point. There is a method to my madness so I'll explain.
First of all, I want classes that do not require a large amount of preparation to create. I want a character that can literally be built in 5 minutes without a lot of thought. Hence the weapon groups and skills being automatically chosen (as I mentioned I will rectify this with the original fighter I posted soon as I noticed I was working at cross purposes). I want characters that don't take a lot of time to level up. Hence not a lot of decisions to make during the leveling process. Finally, I am looking at getting rid of feat prerequisites almost completely, which means you wouldn't have to build your character with a certain goal in mind such as "I want to have the X feat by level Y." So easy character creation and easy leveling are objectives.
Second of all, I want a game that doesn't get easily interrupted by complicated rules or other things. While AD&D had a lot of complicated rules tables, it usually wasn't necessary for the players to know them. The DM was the one who had to master those, and even if the DM didn't, he could fudge it. You will see a lot of this when I release my rules on skills. Many skills have been cut down to their combat advantages primarily, and those are simplified. D&D is an action and adventure game, not a negotiating and politicking game. As for "other things," low hit points at 1st level was one of those problems that often kept a lot of DMs from starting their games at 1st level because a character death slows down the game.
I also want a game where characters are defined by their classes, not the other way around. 3e has a lot of great combat mechanics that are solid, straightforward, and reasonable, but most 3e characters I have come across are hodgepodge multiclass monstrosities that don't make a lot of sense on paper. I like the concept that there should be some level of customization, but it should be limited. So I have narrowed down the number of choices characters make during the life of their character.
Finally, I want a game where magic items are incredible and awesome things that you feel lucky to have, not something that is expected when you get to level X. I am completely throwing the expected equipment out the window and have been designing monsters based on the concept that PCs aren't expected to have a certain amount of magical equipment at each level.
That is it, in summary. I believe that I could probably cite BECMI as a bigger inspiration for this rule set than AD&D, although I think there are a lot of great AD&D concepts to borrow from. Either way, both are "old school." Ultimately, I want a game that is easier to play and doesn't require as much planning as 3e, but still retains some of the more internal consistency of 3e.
You also made a note about henchmen. Leadership is a skill in this system, one that any character will be able to take advantage of to gain followers and establish a stronghold or base of operations. It didn't make it into my initial draft for the fighter due to me mixing up some of my notes, but I will say that the fighter and cleric are the only classes so far who get it as a trained skill by default. I am considering possibly giving it to the rogue as well, but not so certain it is necessary given the dangers typically associated with a classic thief setting up his own stronghold.
Hopefully that gives you an idea of the old school style I am trying to get at. I think the idea of writing an article to define my vision of "old school style" is a good idea. I'll look into that.