I like variety and new spins, but as one has already stated, too much can sometimes be too much. On the other hand, too little, and the concept becomes too narrow, to unsupportive of similar concepts associated with the archtype.
I never had a chance to play 2e, but its idea of classes and kits [ie: class templates] is very close to how I wish the current systems were set up. If one then wished to highly specialize, focus on multiclassing, or go off in some odd direction, a prestige class can be appended to the latter levels of the class. But for a shift in view of the class - due to setting, etc - or a variant of the class concept should be treated as a - basically - a template upon / over the class, adding somethings, removing others, and subtly altering yet others, but keeping the general concept the same.
When I GM'ed I tended to trade out skills, alter one save at the cost of another, and so forth when a player wanted to play an idea that did not quite match the class. As the number of base classes kept increasing, I eventually found it necessary to restrict more and more of them from my games, but I tended to treat such restricted base classes as a treasure trove of ideas on how to alter classes when a player wanted to follow a certain idea. I could trade out this class feature for another from another class, for example, although if the one traded in was more powerful than the one traded out, I might move it up a level or two.
This is one of the reasons I like the direction Pathfinder has gone in regards to some of the classes: more (and earlier) rogue talents, sorcerer bloodlines, etc. One can create new talents rather than a new rogue-like class; the same is true of sorcerers, etc. I still wouldn't mind the idea of class templates being added to Pathfinder, but I'm not sure that the idea is popular enough to gain any traction these days.