Imaro
Legend
This boils down to "Thinking Too Hard About Fantasy".
No it really doesn't. But I'll let you know if it starts to strain my brain or become too worrisome toi handle...

In the game world there are no game classes, only labels (titles). I could be playing a Knight (class) and call myself a Paladin of Justice (title). I could be playing a Rogue (class) and call myself a Scout (Title).
Maybe in your gameworld but we are talking about the default world as presented by the rules and fluff of the gamebooks. The passage I quoted stated clearly that "the world knows paladins to be..." which implies rather strongly there are specific things in the world that are known to it's inhabitants as paladins... as opposed to clerics, fighters, etc. IMO, these things are the archetypes that more specific concepts fall under.
The fact that there are game mechanics defining a Paladin and a Scout have no relevance to the "fictional" title that I'm using.
Good for you, I'm not discussing your personal game though.
The fantasy genre, and D&D in particular, have never been internally consistent to a high degree. The exception occurs in the degree that they promote suspension of disbelief.
Neither of the examples above "break" the suspension of disbelief in the "fictional" space of the game.
Not sure about the relevance of this as I didn't claim anything about suspension of disbelief being broken. What I am saying is that there is a very strong arguement, supported by passages of fluff and the game rule for classes as recognizable archetypes... as opposed to fluffless packages of abilities... at least in so far as the default gameworld goes.