My proposal requires nothing be set in stone. I'm not talking about classes, I'm talking about preferred skills as designated by the player. You can implement that any number of ways. Keep the stones if necessary, while simply allowing the player to define precisely which skills are covered by those stones, or simply allow them to select any preferred skills anytime they want. I really don't care whether or not another person selects however many preferred skills immediately and sticks with them through the entire game or changes them up every two minutes.
Even if there exists a guardian stone to cover every class previously present in past games, they will not be able to cover the custom classes designed by players. Only by allowing the player to specifically choose each preferred skill can the range of possible character options be covered.
Sneak attack damage bonuses mean nothing unless they supremely trump any lack of weapon skill you may have. Alchemy can be used to reverse pickpocket poisons apparently, something I can't imagine being especially effective in actual combat situations with multiple enemies present. Light armor is exactly my point. Why is light armor considered a thief skill but weapon skills are not? Thieves only get attacked, never do the attacking?
The point is not that Beth can't arbitrarily categorize things anyway they want, but that the argument that combat skills do notbelong under the umbrella of stealth or thief is ridiculous.
How do you know if there will or will not be custom Guardian Stones? You a man of the future?
Anyhow, I find it rather funny how you continue to stubbornly ignore the Thief archetypes combat options and them claim it has none. Why is light armor considered a thief skill? Probably because somewhat who's more into direct combat will be in Heavy Armor and because it's also easier to sneak and utilize stealth in Light Armor.
You're just a boon of negativity. Complain to complain. Assume negatively and illogically to try to superficially strengthen your argument. From what I've heard, the Sneak attack damage perks are quite potent. In fact, the dagger perks in the Sneak skill, that increase damage, is the most potent damage increasing perk there is in the game (If I recall correctly). Poisons were quite potent in Oblivion. One can only assume that they will be even better or just as good in Skyrim, if not, at the very least, potent.
The options are there. Obviously if you continue to stubbornly ignore them, that's on you, not on the game.