Silam
Explorer
These are interesting thoughts...Getting to round up as a single class character versus down as a multiclass character is likely intentional. The point that it makes multi classing weird with certain combinations is a side effect that was likely considered a small trade off for favoring single class characters.
Personally, while I used to see multiclassing as essential to the D&D experience (especially pre-3e), I've come around to still loving the concept, but wanting to pretty much eliminate the mechanical implementation. My players almost never use it anyway. We had a rogue/monk once in a 20th level one-shot. We had a character that started as a 0th level fighter plus 0th level wizard before switching to some homebrew gestalt multiclassing I didn't end up liking. In our main campaign our rogue had taken a level of sorcerer. And I had actually suggested to my friend that his bard should take 1 level if wizard to do what he wanted to do.
I eventually decided that anything that someone wanted to do conceptually with multuclassing (as opposed to purely mechanical intetactions) either could already be done with the rules, or I would make rules to allow it.
Many classic combos work more or less out of the box or with feats in 5e. Anything + rogue works with just skills, tools, and proficiencies unless you see sneak attack as essential to the concept. Fighter + cleric is as easy as War Domain (or another heavily armed option) + cleric. A cleric/wizard can be one of the classes + magic initiate and ritual caster for the other (doesn't work for all concepts).
The rogue player just decided she wasn't satisfied with the dip and retconned it to the Magic Initiate feat (which I buffed to also allow usage of magic items as spellcasting foci as the class).
I made an Arcanist's Spellbook feature for the bard that lets arcane casters trade two of their known spells for flexible spell slots they prepare from a book like a wizard. That killed two birds with one stone, since it seems hardly anyone plays prepared casters in my group, and I miss seeing spell preparation.
Fighter + wizard works with Eldritch Knight or Bladesinger if you want to lean strongly to one class, but not so well as a more evenly mixed hybrid. After the unsatisfying experiments over the years I finally came up with Warrior-Mage class that I'm really happy with. Full caster without the extra features of a wizard, d8 HD with medium armor and martial weapons. Extra attack, War Magic, and then mostly subclass features. The three subclasses are Elven Fighter-Wizard (for the most iconic MC combo), Gish (for actual githyanki gish or githzerai zerth feel), and Planetouched Champion (for that Planescape fighter-mage aasimar, tiefling, and genasi feel, and a dash of the 3e planar champion prestige class).
If someone ends up with a multiclass concept they like that isn't well supported in the rules (and feels appropriate to me) I'll just make a feat(s), a subclass, or if absolutely needed a full class (though I can't think of any others that are really necessary for classic combos).
I do agree that Magic Initiate goes a long way. It's a pretty powerful feat. And especially with some spells being augmentable, such as Cure Wounds, it can go a long way if you have slots from another class. And on top of it, it allows you to get those MI spells keyed off of whatever mental stat, so in that sense it's actually even more powerful than multi-classing...
Regarding the invention of new feats and classes, I personally feel like that's a bit dicey. Not to say that everything in the splatbooks is perfectly well-balanced. In fact, there is clearly a commercial incentive for any additional player option to be gradually more overpowered the longer after the start of a given edition the splatbook comes out. But... even if the splatbook rules aren't perfectly balanced, they are nonetheless often not too bad, and it's pretty difficult to balance homebrew stuff correctly. But it certainly is feasible and if the DM/table likes it this way, then it's totally fine, of course.
Overall, I feel like 3.5e had the best multi-class rules (except the oddity of 1st class levels giving big boosts to saves, which was a bit too powerful, but besides that the rest worked pretty well I think). 5e is pretty good overall, in my opinion, but its multi-classing rules are a weak spot. They don't seem very well-thought out to me.
But oh well... it's fine

