Please excuse me if my most start to trail off I tend to ramble on an idea. These ideas were formed from the many threads on class speculation and from the most recent "Alpha Test" dev interview.
One thing that I noticed from the most recent interview is that on the picture that displayed the skill page, each stat had two numbers associated with it. The issues following are all very valid but I think the key lies in that picture. If each character and each class had its own set of stats that grew independently of player choice would remedy these problems. Look at the picture, the left pane is basic stats, the right is physical and magical. The number on the left not enclosed by parenthesis cannot be changed and the number in parenthesis is affected by class/playerchoice/exp any number of things.
-Being overpowered from leveling one job
-Having to reallocate numerous stat points
-Unbalanced uber class changing
-Inability to play multiple characters because of stat choices
There was one other picture that also backs this theory up a bit. In this picture three things happen, character growth, class growth, and skill growth.
"Alpha Test gains x experience points" means that your character will grow independently of your class. Further, is it possible that the left pane in the skill page grows as your character grows and the right pane is related to class and independent of character. So each stat (str/dex/vit/mnd/etc) grows no matter what class your on, i.e. the first set of numbers grows because your character gains experience. A high level char may have all base stats of 60. On his way to 60 he was given one point every 5 levels to allot how he saw fit. So his stats may be
This would allow players to customize but wouldn't allow for many things we fear (single stat heavy players, massive point reallocation, etc). From the picture, it looks like character growth will be slower than class growth assuming the log was of a single kill. The character exp was less than that of the class exp.
The next thing is that each class would gain exp and skills independent of the character. "Alpha Test gains x points of Thaumaturge experience". This alludes to a different set of exp which ideally would go to your physical or magical attributes dependent on class. Again referencing the stat picture. If the right pane grew based on your class with the no parenthesized numbers growing as the class grows and the parenthesized numbers being points awarded to the player to choose where to assign them. As seen in the picture, these stats can be highly varied based on the class and every couple levels the player could choose where to put the extra. When you change from gladiator to pugilist, you have another set of base stats and you will have earned extra points to place in those stats correspondent to the time you have put into each job
The last issue I can think of is if you max out gladiator and then decide you want to play archer, do all your level 60 stats stay on your character. I think the best way to handle this would be to implement a system similar to level sync. Your class level limits your character level. That way you start as a nublet again each time you plan to grow a new class. As for the specific points you earned, when you limit yourself you may be able to only use so many at each level. Allowing an experienced player to get a head start and use some of the hard earned extra points.
sorry for the lengthy post. I have a habit of having a big idea that needs a lot of explaining. I hope this makes sense and is not mindless babble. I can't believe SE will let players have full reign on stats but I think they will allow us a good amount of customization. Also I can't think of a reason for two sets of numbers on every stat.