Every class should get schemes. They can call them something else, for fighters maybe 'fighting styles', wizards maybe 'traditions', clerics could be 'mythos'. They would define those things about the class that are major and hard to define in a background or theme.
- Sword and Board - One handed weapon and sheild. Gets bonuses to one handed weapons and sheild use.
- Two-handed - Gets bonuses to weapons that are weilded in two hands.
- Archery - Gets bonuses to ranged weapons.
- Pets - Gets to train and use a wild animal pet companion
Note: Each of the fighter styles would have a basic attack, AEDU, vancian, stamina point (see spell points), or whatever variant.
- Vancian - Gets spells slots like the play test Wizard
- AEDU - Gets spells like the AEDU 4E wizard. Spells put into encounter slots lose half the numbuer of damage dice. If they allow a save, you get no effect on a save. If they don't have a save you get a save for half effect. Durations is lowered to 1-2 rounds, area can be smaller by half.
- Spell point - You get a number of spell points equal to the number of spell slot levels you can cast, for instance at level 3 (according to the pay test packet) you get 8 spell slot level (4 1st and 2 2nd spell slots). You could cast a total of 8 spell slots worth of spells you have prepared.
- Check chance - You roll a caster check that starts at DC 11 - character level. Each time you cast you add the level of the spell to the chance. So after casting 3 first level spells the DC is 13. After casting 3 first and 2 second your DC is 17. You add your int modifier.
- Sorcerer style spells - Same as play test packet
- AEDU - Get spells like the AEDU 4E cleric.
- Spell Points - see above.
- Check Chance - See above, but instead of subtracting the character level the DM keeps track of how many times you've done things that is for or against your faith and gives you a number to subtract.
Overall that would solve a lot of problems...