Taking the Player Poll it asked me about how I felt about the speed of leveling at this point. And I had to stop and think about it. I had to admit I liked my level 50 Pug. Knowing I had hit cap with something was very satisfying and rewarding, that plus end game content was available. BUT, I am much more fond of the journey to the end, Sure hitting cap is nice but I like my character having somewhere to go, and grow. I like level parties (when I can get them) and like to see my character grow as he learns new things. So... how do we balance these? How do we give casual players and "get to the end" players quicker access to the end game they want, and give Hardcore players the longer, extended experience of slower leveling?
My thoughts are a weighted leveling system. Basicly the more you level a class, the more xp it takes to reach cap with other classes.
Example
Say it takes 100xp to reach cap with all classes and you want to raise PUG LNC and GLA, each of which are level 1
GLA 1 100xp to cap
PUG 1 100xp to cap
LAN 1 100 xp to cap
Now you start by raising LAN and get it to lv 10, this adds 5 xp to reach cap to each other class
GLA 1 105 xp to cap
PUG 1 105 xp to cap
LAN 10 100 xp to cap
Now after that you raise GLA to 20 adding 10 xp to cap to each other class
GLA 20 105 to cap
PUG 1 115 to cap
LAN 10 110 to cap
This system would allow for a "quick to the top" feel for causal and people who want to just get to end game, and give hardcore players a slower journey to the top, and thanks to the armory system it gives great rewards (skills) to those who go the extra mile.
And of course some extra things may be taken into account, DoL and DoH may work on their own curve or none at all depending on players feeling towards synth and gathering, and content for these classes. And every class should be given 5-10 lvs where they don't affect the players xp needs so new players can try every class and see what they like before choosing a path.