gogosama: I was only planning it because I was led to believe that you need all hybrids by the end of the game
kmonster: It's a good thing you don't anymore. Each of the 3 party suggestions in the official cluebook includes 2-3 non-hybrids.
I've even seen a printed walkthrough in a magazine where the writer had played through the game without any hybrid classes at all.
Class switching wasn't considered either, its official purpose was being able to reach classes you don't have the time to roll for, the developers didn't think about the exploiting potential, the game difficulty was balanced for doing without.
I never really thought about it that way. It's true that with all of the information about the game calculations and everything out in the open these days, most of the online recommendations of how to build and develop a party are all about exploiting the mechanics, which is really not playing the game as it was intended. Still, being able to understand how the game processes and calculations work is a good thing, and I also think being able to edit things with the Cosmic Forge utility is good, as long as one doesn't go overboard making things too easy, which I feel would ruin the game -- because then where's the sense of achievement, or excitement about special discoveries or bonuses? I feel that maps and walkthroughs are best used only to check and make sure you didn't make a mistake (like if I screwed up a block on a map, which starts driving me crazy, I'll reconcile it with an "official" version to fix it rather than retracing my steps 100 times). In the end, the game is really all about having fun, so I strongly feel you should play however is the most fun for you (provided it is possible to do so and still finish the game). This may be different in multiplayer/online games in which you're playing with/against others, as the way you play will affect others' enjoyment as well as your own. In that respect, I am very happy with all of the choices I've made so far because I did them for the purpose of enjoying the game more (and have succeeded in such!). And of course I do also want to develop characters I can feel proud of, and use successfully in the subsequent Wizardry games.
In addition to reaching classes you couldn't roll initially, another purpose of class changing indicated in the manual was simply to try something new if you weren't happy with how your character was moving along in his/her current career, and needed a change of pace. When a character starts to feel like he or she is stagnating, a class change is a very refreshing thing indeed! (I've felt that way after every class change I've made so far.) And then any player who tried out a class change would immediately see the benefits of it, so even back when the game was initially being played years ago, people must have come to realize that this could be a good way to build a strong party.
As an aside, I took your recommendation and changed my dwarf to a lord a couple nights ago, and it has been a great change! I had obtained one of my most desired psionic spells just before the class change (Psionic Blast), and even as a lord he's been very successful with it, driving enemies insane, quite literally -- with miner dwarfs dancing uncontrollably, monstrous bats babbling incoherently or turning on each other, and such. :-) I've been putting all of his SP into theosophy - which is up to 82 already - and he gets two swings from the back row with a special lord/valkyrie only weapon that I picked up from Smitty. I do feel a little bad/guilty when the time comes to pick a new spell, and the choices are so puny because I didn't put any SP into theology. This has started to make me wonder -- do you think without ever class-changing my valkyrie, and with no other characters learning theology, I'll have enough access to priest spells for later in the game?
Now I'm leaning towards not class changing any of my ninja, valkyrie, or alchemist (with the caveat mentioned above regarding priest spells). I'll most likely be changing my faerie samurai to a faerie ninja at her next level up. And what's cool is she can probably keep using the katana and wakazashi she's using now! She could be the ninja who uses special weapons, while the other one only uses hands & feet. The biggest hit for her will be the loss of her current 16 STR; I may need to use strategic level-ups/reloads to make sure she gets it back again.
I'm still not sure whether or not to class change the bard to a samurai, or stay as a bard. Instruments are fun, and don't require MP, but then I imagine they will start taking up a lot of inventory space too, and maybe even get heavy. Plus I will be without a samurai after Melody class changes (though either way the bard/samurai will be the de facto party mage). I guess I could just play as a bard a while longer and see how things go. She should be eligible for the change at next level up (only 1 stat. point away), but that doesn't mean I have to make the decision right away.