Kits are for cars.
Kits are for cars.
A kit can be applied to any class (prereq's met) whereas a subclass can only be applied to a specific class.
This was rarely actually true, much like prestige classes in D&D3.5. "No class requirements" is a high-concept, great idea that no one has ever been able to successfully execute in the long term. It's theoretical game design at its best.
Who was talking about the past? I am proposing this as the defining difference.
My apologies! I would not be adverse to keeping the "subclass" language for subclasses but renaming the new feats to "kits." That would be just as valid a use of the old terminology, to my mind.
too push that further (too much?), if the current big feats are "kits", then there becomes nomenclature and space for classic feats: small incremental bumps. That might be too many things to track in the core game, but as an advanced module may help with "less critical" but "beloved" character design choices that seem missing. Learning a new language in game, adding a proficiency, etc. as long as these feats stay away from bonus bloat, and focus more on roleplay, exploration type choices I think it would be a good thing.