Gad.... it's amazing how many people respond without actually reading anything.
The point, as has been made repeatedly throughout this thread, is that with the Guardian Stones, there ARE effectively "major" and "minor" skills. The explicit function of the three archetypal Guardian Stones - The Warrior, The Thief and The Mage - is to increase, by 30%, the gain rate for the skills that are under that archetype. So warriors who pick The Warrior stone will increase their warrior skills 30% faster, mages who pick The Mage stone will increase their mage skills 30% faster and thieves who pick The Thief stone will increase their thief skills 30% faster. That's pretty much exactly the effect that major and minors had (as far as gain rates go) in past games.
HOWEVER, the problem then is that there are no combat skills in The Thief constellation. So that means that a thiefly character who picks The Thief as a Guardian Stone will get a 30% gain rate bonus ONLY for NON-COMBAT skills. S/he will get a set of NON-COMBAT skills that will increase 30% faster than everythiing else, which could very easily lead to a common problem with past systems that included majors and minors - a set of non-combat majors generally means that a character will level up faster than his combat skills will increase, and he'll end up comparatively weak at higher levels.
Again, for those who don't seem to be getting it - this isn't about skills and leveling in general, but SPECIFICALLY about the bonuses to gain rates that are provided by the Guardian Stones, and the fact that those bonuses, for a thief character, will ALL be for NON-COMBAT skills.
Get it now?
I read it, I'm not [censored]. But for an Assassin character (which I play 90% of the time), they also fall under the "Stealth" category. I really don't think that they are going to make the "Thief" stone so bereft of combat ability. Much of the time, the most lethal opponents are the ones that go amongst their enemies unseen and unheard.
I understand what you are saying about their bonuses to gain rates being
currently for all non-combat skills, but I really can't see it staying that way. I imagine that they are finishing up final play-testing as we type, and I would hope that the lack of combat offensive ability will be one issue that is being addressed ( I feel it's an issue anyways).
If nothing else, some Perks that affect the efficacy of a Rogues' Sneak Attacks would be very welcome in my book. But I also think that if you are a "sneaky" character who stealth attacks
a lot of people, then the 30% deficit for your Blade skill (in comparison to your Thief skill sets) will be negated over the course of gameplay.
I hope.
P.S. With my Assassin characters, I have never "fought" my way through any encounter in Oblivion unless it was a scripted "Boss" battle. I use a combination of Sneak Attacks (with various poisons and Magic), Sniping with Marksman, and various strength Invisibility potions. Even though I would never choose Blade or Marksman as a Major Skills, I found that they would level up fairly quickly, even though they were minor skills. I would easily have them at Master rank well before I ever took on the Main Quest or even the most major Guild or Side Quests.
Because of this, most of my enemies were always one-hit-kills, and even if I didn't kill them with my first strike, my sneak was so high that they lost me again very quickly and I could Sneak attack yet again. I never really had a stand-up confrontation after I discovered the joy that is Master of Sneak. lol