I have heard a number of players discussing that particular heroes do not match the classes they were assigned. This is a direct result of Small Giant selecting class names that are easily recognizable archetypes. Each of these archetypes comes with preconceived notions of which heroes would fit and what talents might result. One example is Guinevere, she is classed as a wizard, but is wielding a mace which is clearly, to any experienced role player, a cleric’s weapon. There is actually a post on this and the answer from the devs is basically, “We had to shoe horn some heroes into certain classes because these classes need a healer, etc.” I could choose a number of heroes that are clearly not suited to their class, however that is not the point of this post.
The developers answer is arbitrary and counterintuitive. A better solution would be to require that class quests have 4 of that class and one wild card. Let the player decide what optional talent is required to complete the quest instead of forcing it. Even better would be to allow us to choose the talent grid for any given hero. If my Kage wants to be a wizard great! Someone else might want their Kage to be a paladin. Why limit the options?
My proposal would be to open all classes to all heroes. Once they select a class (the first step of the tree is class selection), they are fixed unless they are reset. Then we have the most flexibility and can build our own teams! Even better is that if we have multiples of a hero, each could be a different class and that would generate desire to ascend more of a given hero.
If you can’t do the first option, then I suggest that you correct the obvious class to hero-concept conflicts and change the class quests to be 4 same class and one any class. This alleviates the problem of some classes not having certain skill sets and corrects the issue of heroes that do not fit their class.
Any replies, please feel free to include examples of class to hero mismatch!