Lodow MoBo said:
Agree on all that has been said about the benefits of 3.5.
What I noticed which has not been mentioned.
They killed the fighter/mage archtype

. Who I admit was a little over powered, In that he was as effective as a fighter at times and was a lot of fun to play.
That's news to me. My fighter/wizard kills monsters and lets the bards take their names. Well, I suppose that's mere anecdote.
To be more specific, in the 3.0-3.5 transition, fighter/wizards lost:
-The ability to stack Shield with a shield
-The ability to use haste to cast spells and attack every round
-The ability to pump their AC with Haste
-Greater Magic Weapon isn't as good anymore
-Bull's Strength, Cat's Grace, etc. as useful spells
-Polymorph Self lasting a decent amount of time
-The ability to use Tenser's Transformation to get better than a 1/1 BAB.
In the 3.0-3.5 transition, they gained:
-A useful enlarge person spell
-2/1 power attack makes two-handed Power attack+True Strike more advantageous.
-Alter Self gives up to a +6 natural armor bonus
-Ray of Enfeeblement and Scorching Ray as premier 1st and 2nd level spells that benefit from higher BAB
-A boost to feats that make use of their intelligence (at least for pre-reqs): Improved Trip and Improved Disarm
-False Life as a core spell
-Heroism
-Greater Heroism
-Overland Flight
-
Eldritch Knight That's the really big one. No fighter/wizard need sacrifice more than 4 points of BAB and 2-3 caster levels. A 3.0 fighter/wizard had to figure out some way to take Sacred Exorcist levels if he wanted to keep a decent BAB or drop his caster level through the floor.
in 3.5 expansion books, they also added:
-Fires of Purity
-Arcane Strike
-A worthwhile Spellsword class
The fighter/mage archetype may not be what it was in 2e (though I think it actually comes pretty darn close now) but, on balance, I think it's a long way ahead of where it was in 3.0
The transmutation school suffer a major blow.
No question there. They lost a lot of their premiere spells:
The statbuffs got nerfed into non-existence
Fly got its duration slashed.
Greater Magic Weapon got nerfed.
Haste was nerfed.
Polymorph Self got it's duration slashed.
Baleful Polymorph got bumped to 5th level.
Disintegrate got a save attached.
Tenser's Transformation got nerfed (no longer can it give a fighter/mage or dragon better than a 1/1 BAB)
Teleport, etc got shifted to Conjuration.
Getting Enlarge Person made worthwhile and Mass Enlarge Person added, and Alter Self made into a natural armor buff doesn't even come close to making up for all that. (I'm not really sure a transmuter would be a viable specialist class anymore).
The conjuration/enchantment was given a lot of love.
Conjuration got some--the teleport spells, Augment Summoning, and Glitterdust losing its SR. OTOH, it lost all the power words and the change to druids (spontaneous summons and a better summon list) combined with nerfing the best monsters on the summon monster list really hurt conjurers.
Enchantment picked up the power words, Tasha's Hideous Laughter, Touch of Idiocy, Heroism, Greater Heroism, and Daze Monster, but I'm not certain that makes up for nerfing some of its signature spells: Hold Person and Hold Monster and making Dominate Person obvious (the sense motive to notice it is very easy now even if it is much harder to twist the orders).
Necromancy strikes me as the school that got beefed the most.
In 3.5 I put the schools are balanced to the test.
I run a specialist wizard with opposition schools of evocation and transmutation. Surprising it works. Even though I get a lot of ”a fireball would really be good right now”
A lot of the schools DO seem to be balanced. However, I'm pretty sure that Abjuration is no longer worth specializing in. It didn't really pick up any good spells, one of its best spells (shield) got nerfed, and now it costs two good schools to specialize in it rather than just one good school or two marginal schools.
I'd be pretty hesitant to specialize in Transmutation too after the nerf but I suspect it could be made to work.