nothing to see here said:
1) Scaling: What a 'static' level adjustment means varies greatly according to level. a +2 LA at 4nd level is a much different penalty than a +2 LA at 18th level.
Another problem is that a +2 LA for special abilities is worthless at 18th level but quite nice at 4th, while a +2 LA for a high Constitution is worth a lot at 18th level but is merely average at 4th.
nothing to see here said:
2) Racial HD dependency: I haven't seen this discussed much, but base HD for creatures seems to be assigned pretty arbitrarily...outside of the 'approrpirate HD by size' guideliens in the MM there's nothing on this. If you're base race has enough HD, you can stomach a decent LA...if it's lower, you can't. This means that physically weak magical races (such as fey) with relatively low HD but high LA, are put at a mechanical disadvantage.
I couldn't disagree more. Unless you're talking a dragon or an outsider, every racial hit dice is essentially between 1/4 and 3/4's of a level adjustment in and of itself. Say hello to your rogue with a wizard's BAB and lack of level-based abilities (Fey) or your cleric without spellcasting, armor proficiency or two good saves (Humanoid and Giant). Monstrous Humanoid and Magical Beast are tolerable, and Construct because of the size bonus to hp, but overall racial hit dice are terrible burden on a PC.
Give me the same special abilities packaged in a 3 HD humanoid and no LA or a humanoid with no racial hit dice and +2 LA and I'll take the latter every time - I'll be behind two hit dice, but I'll get class abilities which are actually useful with the hit dice I do have. That's why Giants, for example, are just awful - their hit dice are terrible, they have a lot of them, and they're "balanced" under the assumption that their LA shouldn't reflect how awful every Giant hit dice is.
nothing to see here said:
3) Class dependency: An Ogre with 2 levels of fighter is much more powerful than an ogre with two levels of bard. Seems pretty intuitive that playing against type would create less mechanical advantages (like the old Dwarven sorcerer), except that LA's are designed assuming optimal class selection, and seem to almost compound exponentially with each non-optimal class chosen. This is an example of rules that are modular on paper -- but acting as a straitjacket in spirit.
Yep. Although Dwarf sorcerer isn't a terrible choice; you take a power hit to gain much better defensive abilities, addressing the class's number one weakness. Especially at low levels. Half-Orc sorcerer would be a better example of a totally suboptimal choice, though not unplayable.
Most LA races, on the other hand, are very close to unplayable as non-warriors. Experts have lower max skill ranks and primary spellcasters are completely crippled.
I always find it interesting when players hunt down the handful of good LAs (like minotaur, half-dragon, half-ogre, pixie, aurak draconian, or sharn (the last immensely munchy)), play them in their favored classes, and assume they're good to go. I can play a reasonably effective dwarf sorcerer and a quite nasty halfing barbarian; I can't play an ogre cleric (not even a wizard!) and expect to be terribly helpful to the party. I can't play a hill giant and be even as good at fighting as a human fighter, much less a playable rogue or spellcaster.
Any time a character can't even get XP for a mirror-match because of his level adjustment (almost all giants, for example), something's seriously wrong.