Ikazuchi: miss chance>
so you complain that you have to live with your decisions.. ? or that the game does not want you to create superman who can cast and fight perfectly? if you start of as a non magic user your mana regeneration is also lower..
Seriously this only becomes a problem if you try to make all characters be able to do everything.
if your fighter sticks to combat classes and your mage to magic classes you will never notice that.
Yes, I am complaining about having to live with my decisions because that sort of thing makes it harder to experiment, and experimenting is one of the things I enjoy doing in RPGs. (Case in point: In Baldur's Gate 2, I've probably spent more time experimenting (with the help of the cheat menu) than actually trying to play through the game normally.)
Another issue is that the whole mechanic is hidden, making it not obvious that you'd be hurting your characters by leveling up the character as a mage first, rather than as a fighter (or samurai) first. It wouldn't be so bad if said mechanic were clearly visible. Also, having RNG involved with the improvement of this statistic is also bad game design.
If the developer wants to do this, the mechanic should be explicitly visible to the player, so the player can make decisions based on this.
Also, it wouldn't be so bad if I could just leave the character behind somewhere and start a new character, who would nt be affected by decisions made with the first character (especially since, on a first playthrough, those decisions were made when the player wasn't yet familiar with the game).
I could also point out that the mechanics can have strange consequences, particularly when interacting with some of Wizardry 6 balance issues. For example, if I create a Priest and change her to a Valkyrie, the resulting charactet:
* Gets the SP regen of a Priest, which is higher than that of a Valkyrie
* Levels up faster than said Priest, and as a result is a better caster in the long run
* Gets the base miss chance for 2 levels of Priest + 1 level of Valktrie instead of 2 levels of Valkyrie (which works out in favor); why do you get more base miss chance reduction when reaching your exact former level? (See the possible exploit here?)
* Because of that, fights better than a character who was created as a Valkyrie.
It would have been better if both SP regen and base miss chance were pure functions of class and level, changing with every class change; this would solve the problems I have with them (except that SP regen should improve as you gain levels (expecially for those in caster classes including Bishop), as it's too slow past the early levels), while still providing an incentive to focus on one or the other.
Ikazuchi: healing>
so? there is a limit in the game you have to live with (which is not an issue if you did not try to class change a million times and have too many hitpoints)
i could apply the same complaint to basically every game where i have to drink healing potions manually while there are also games where it is done automatically. "why do i have to press a button to drink it and can not set a %hp where the character uses it automatically?"
yes, it can be inconvenient, but that is a game design choice which you do not like
Actually, it feels, in a way, like poor user interface, not unlike buying 99 healing potions in the NES version of the original Final Fantasy. (I have seriously seen a recommendation to use a turbo controller for that.) In other words, the situation here is more like having to press the A button 297 times to stock up on potions rather than just being able to select the number of potions to buy (a difference that does not affecte game difficulty), while your example is more like something like the Auto-Potion ability in some later Final Fantasy games (which does affect difficulty, which is why there's a cost to equipping the ability just like every other passive).
Another comparison: Imagine if the only attack spell available to the player were Energy Blast.
I could also point out that I have watched someone play Wizardry 7 without class changing (IIRC) or power leveling, and the healing issue already came up; the problem is really that bad. (Wizardry 1-3 and 5 actually have that problem at low levels, until the MADI spell shows up.)
Also, don't forget that some people find mechanics like class changing fun, and if the developer wants there to be a downside to doing so, that downside should be made *explicit* to the player, not hidden like the base miss chance mechanic.