Bad take, you don't punish the Specialized class for taking on more disabilities for a trade up in their specific class, i've mentioned a few times that it's bad for the game when Hybrids have more use in a fight than a full mage, that's because the mages take all the punishments with the class, Hybrids remove a lot of the disabilities and fight opportunistically. this is a really good way for them to have to take the same risks and damage that Mages do to have that unique ability to cast high level spells and it is going in the right direction
Here's my take: Currently the game in it's current form allows anyone to be everything, with the only hindrance being how many points you got, Weight, and min/max build from age and attributes, to help make or break a build. To remedy this and make the game more interactive I believe specializations should be in game. Allow different Mage Schools as they intend, but add specializations to further the builds.
Mage Class Specs: CC Mage: Damage gets lowered by 50% and gains access to Crowd Control abilities, examples: Slows, Freezes, Paralyzes, Chains, Roots, Slow Time, Ect...
Buff Mage: Damage reduced by 50%: Makes Allies Faster/Stronger with spec specific spells, examples: Ally Speed, Ally Teleport, Ally Faster Charge attack, Ally stronger Fast attack, Ally More Damage Through Parry/Block, Ally More HP, Ally Magic Resist, Ally Defense Increase.
Heal Mage: Damage Reduced by 50%, Heals increased by 25% and gains access to better Heals and Life saving abilities examples: Ally Hp Regen, Ally Chain Heal, Healing Fountain: 15% Hp regen and 20 Flat Healing Aoe to allies every 10 seconds. Ally Barrier Shield Magic Resist, Ally Barrier Shield Defense, Ally survive Mercy Mode for 1 more hit, Ally increased healing effect for 4 spell cast, ally immune to Debuffs 10seconds.
The Damage Mage: Damage Stays where it's at currently in beta. Gains access to some more damaging moves EXAMPLES: Multi Tremor: Turns EarthQuake Spell into a Multi Hit that moves across the ground in a AOE movement spread outwards, enemies hit are Grounded stopping them from mounting again for 10 seconds. FireBall: Turns Outburst into a Fireball, adds damage and burns enemy for 5% Hp a second for 30 seconds, Lightning spell: Makes the Spell come from above the enemy increases range to as far as your curser can see enemy name, if spell misses enemy it hits the ground turning it into Lightning Ground. ThunderLash: Adds a Lash Onto Enemy, after 2 Lashes Paralyzes Enemy for 2 seconds and increases other lightning element damage done to enemy by 10%. Volcano Fulmination: Charges Fulmination to stay on top of enemy for longer, when it explodes it deals AOE damage and adds a chance for a mini Fulmination to hit enemy for half damage a few seconds after.
Debuff Mage: Reduces damage by 50% but adds spells to debuff enemy: Examples: Curse Anti Heal: Enemy Takes Damage From healing instead of healing. Enemy Cast Time Doubled, Enemy charge Attack Time Doubled, Enemy Dexterity -25, enemy Strength -25, enemy stamina -25. Specializations would change the effects of every spell in other schools. Example The Elementalist Healing Rain Spell and the Necros Deaths Hand would both benefit different ways from the Heal Mage Spec. This would add a TON of variety to the builds in the game and make it so no one is the same!