Frankly, if my player picks up some sort of template outside of their own volition, They gain all the benefits/drawbacks of that template with no adjustment. They didn't want it, why should they be penalized for it? Likewise at high level, most templates are pretty meaningless statistically anyway. What's a couple +2's and a cool were-form really going to bring you vis-a-vis a CoD at that level? Nothing that's what.
Hmm, I consider this somewhat fair as well IF the PC gets a template by force (i.e., without wanting it), but it is different if the PC just seizes the opportunity to get buffed with a cool template (i.e., a voluntarily acquired template). This is the case in my group with the mnk/ftr/drd.
To keep things somewhat balanced (and to refrain the other players of trying to get infected with cool templates as well), that weretiger PC will get a +X LA, with the 'X' still needs to be determined.
Some info about the party: the group is epic with levels 24 to 25, but it is far away from being optimized:
human LN mnk 12/ftr 4/drd 8 (Selune)
human LG clr 14/mnk 7/pious templar 4 (Ilmater)
human CN ftr 25, specialized in fighting with greatswords, and uses a +4 shocking greatsword
elf CN rog 2/warmage 6/daggerspell mage 8/favoured soul 8 (Rillifane)
human LN mnk 2/wiz 11/enlightened fist 10/dragon disciple 2 (Azuth)
brass dragon (CG, very young, 10 HD) brd 4/spellfire channeler 6 (ECL 24)
That's why I'm hesitating to give the weretiger template without any or a too low LA. In fact, the mnk/ftr/drd is nearly as good as the ftr, because she is more versatile in overcoming DRs, more attacks per round, grappling options, and her Amulet of Mighty Fists +6 (making her unarmed strike an epic weapon). She and the ftr make up the frontline in combat, and if buffed by the wizard and cleric, they dish out a good amount of damage.
Further, it is a Faerûnian campaign with low amounts of magic items, including epic stuff. So far, the party has only three offensive epic weapons: the Amulet of Mighty Fists, very recently they got two +6 longswords (soul binding) from two defeated Hoary Hunters, and the cleric is attuned to the Timepiece of Klorr (an evil artefact that is slowly poisoning his mind, but offers some nice offensive and defensive powers). A few stat buff items exist in the group, but they are +2 or +4 only. Every party member got three [Draconic] feats as bonus feats during the campaign so far.