Then make World of Warcraft like classes and skill trees. Give a clear path for "proper" game play. People who are combat oriented and aren't so build/crafting oriented slid right into A17, roughly. But everyone else was trying to figure out wth the game went sideways.
If you have read much comments here which I bet you probably have, you'll find that the only people not complaining about the A17 perk system, virtually all of them, are all combat spec'ing early on. Of course you're not going to complain about it then.
I personally am trying to push for every specialization being exactly as viable as the rest in the context of how the game progresses in difficulty (gamestage), to make specializing in ANY of the trees being enticing, rather than most people automatically going for combat which is the logical choice the way the game is set up now due to difficulty (gamestage) being primarily calculated by player level. Also, since many specializations are merged together (For example, melee combat & mining specialization is in the same tree). It would make more sense IMO to split them out to force people to make a more targeted choice... mining OR combat and not both.
You're right, they should just outright makes "Class" specialization trees instead of the way it is set up now.
- Mining specialization
- Melee combat specialization
- Ranged combat specialization
- Tank
- Crafter
- Ninja (stealth) & stamina skills
- Barterer
- Scavenger
(Possibly make Miner/Crafter into one class?)
This is one way they could adjust it. Somewhat similar to the way they have it now, with splitting out a couple of them which were previously combined into one tree.
I think splitting them out like this would make more meaningful, more well thought out decisions on how to specialize and also hopefully make people consider other builds besides just combat.
I still prefer learn by doing, but I think this might make A17's current system a little better.