Having just looked at the Class Template section, I think if you used the template like you would a second class definition, and did similar to the 3.x UA Gestalt rules, you'd get about the same effect... I.e. take the higher of the two class HP values, higher of the individual defense bonuses, higher of surge counts and values, all the class abilities, give all the 'default' class skills then pick additional skills of the highest amount from the 2 classes, and let them pick a couple extra powers from the template class (the DMG has rules for how many and what levels for templates).
You still suffer from MAD, depending on class choice; so you might consider upping the initial point buy a fair amount, enough to have a couple 18s, maybe. But otherwise, you end up with a similar idea; they have a few more encounter/daily powers than they 'should' and more versatility, but hp/AC/def should still be within normal range for the level, though on the high side. The 'economy of actions' means that within a given turn, they'll still only get 2 turns, not 5, but a boost to their action points might solve some of that, and it was true in 3.5 also, so you might be used to allowing for it already.
I may end up running a low-player-count game myself, and I'll probably do this. The typed bonuses will mean some things don't stack that might break the game. The big things are that they will be on the tough side, very versatile, and have a little more 'oomph' due to extra encounter and daily powers. On the down side, you may end doing lots of 'drop the sword and grab the wand' kinda things, MAD issues, and the 'economy of actions' means there will be a lot more actions done by the enemy than by them. Elite/solo mobs solve this by having reactives and a metric ton of hp. That might be too far to go for PCs. If I get too many TPKs I'll adjust hp more, I suppose.
You still suffer from MAD, depending on class choice; so you might consider upping the initial point buy a fair amount, enough to have a couple 18s, maybe. But otherwise, you end up with a similar idea; they have a few more encounter/daily powers than they 'should' and more versatility, but hp/AC/def should still be within normal range for the level, though on the high side. The 'economy of actions' means that within a given turn, they'll still only get 2 turns, not 5, but a boost to their action points might solve some of that, and it was true in 3.5 also, so you might be used to allowing for it already.
I may end up running a low-player-count game myself, and I'll probably do this. The typed bonuses will mean some things don't stack that might break the game. The big things are that they will be on the tough side, very versatile, and have a little more 'oomph' due to extra encounter and daily powers. On the down side, you may end doing lots of 'drop the sword and grab the wand' kinda things, MAD issues, and the 'economy of actions' means there will be a lot more actions done by the enemy than by them. Elite/solo mobs solve this by having reactives and a metric ton of hp. That might be too far to go for PCs. If I get too many TPKs I'll adjust hp more, I suppose.