Ah, now that I can understand some desire for. However, Dulrik hasn't been much interested in allowing classes to choose their skills in the past.
And he has a point. Not only do you have problems with balancing the potential skills for each class, but you're effectively making two or more classes that are the same for 50 levels. If you've a really good idea for a class - something that justifies the coding time - why not make it unique?
As a side note, 50 levels are quite enough. Further, I like that the last abilities come at level 41, so characters are at least semi-complete. Not everyone wants to GM, or at least not enough to do all that levelling.
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I'm also incredibly curious as to how giant hellions and griffon necromancers, if rare enough, would be 'destructively OOC'?
Because these classes have concepts you can't just throw away in the name of making something different.
Hellions are not only devoted to their gods and fighting, they're obedient to a complex philosophy of power and honor. That's not consistent with a "Me bash now" giant. Hellions are also knights, and like paladins, the class isn't open to races that don't ride well. (Picture a giant with four horselegs sticking out from under him.)
Necromancy isn't just evil, as the help files and in-game books make clear. It's a soul-destroying practice originally taught by powerful evil gods, some of whom seem to feed off it. Griffons are intrinsically good, even altruistic. They don't have the potential for this much evil, even if they were confused enough to want to learn it. It's the same argument that would apply to a deep-elf wannabe paladin.
Allowing exceptions dilutes the nature of the class. Much of SK's roleplaying strength comes from having clear, commonly-accepted concepts of what's in-character. If a giant could be 6 inches tall, the "giant" race would lose its identity. The same applies to classes.