I agree in principle regarding the reduction of classes, which tend to be a rules bloater anyway. For G&G, I decided I liked the idea of three paths (rather than classes) that focus on the Mental, Physical, and Spiritual aspects of play. I think "Rogues" and many classes can be emulated with such a base design. Rogues tend to be a catch all but there are different types of rogues, most with some degree of Physical elements and varying degrees of Mental elements. And why not a Spiritual oriented rogue, an investigator attached to a temple or some such? Straight fighter, wizard, or healer are easy enough to handle with such a system . . . and if you want to create various combinations that become a war priest, a paladin, a ranger, a sorcerer, a druid . . . all would involve combinations of the paths to taste.