This is just an idea for all of you to pick apart.
When I first started AO (2nd day of release) I was under the impression that the final color of any skill was determined by the combination of your Breed with your Profession. As you all know, this is not the case, skill color is determined solely by Profession so that an Atrox NT and Nanomage NT both have Green nano skills.
Funcom has stated they want to avoid changing the color of skills due to IP reasons, but it *may* still be possible for Breed to determine your skill levels by adjusting how much your base Ability scores add "dribble down" points to any particular skill.
For example:
1) FC adjusts it so that raising your breed's Green Ability scores will add TWICE the amount of dribble down to all skills reliant on them.
2) In contrast, FC can make it so that breeds get no dribble down effects from any Dark Blue ability scores.
3) Normal Blue scores give normal dribble down.
Take an Opifex for example.
In the end game, they would gain about 105 points to all their evade skills and weapon initiatives. They will get moderate to enormous boosts (+50-120-ish) to all Agility/Sense related weapons and special attacks like Rifle, Bow, Pistol..etc. They would get moderate to enormous boosts to Navigation and Spying skills as well. Burst gets a small boost. Fling Shot and Multi-Wield get huge boosts (+120-ish). Assault Rifle gets a very small boost. Treatment and First Aid get moderate boosts.
They would absorb a huge penalty to Body Development (-115-ish). They would take moderate penalties in all stamina related weapons including all melee weapons except for 1HE and Piercing. The changes to the SMG skill would be negligable. Full Auto takes a moderate hit.
So basically what happens is that an Opifex is automatically oriented to sleek, faster weapons. Over all, they benefit a little bit too much over the penalties they take.
Nanomage
Gains about 100 points in all nano skills across the board. Huge gain in Nano Pool. Gains about 50-60 points in Treatment and First Aid. Gains small to medium bonuses in Navigation and Spying skills. Huge gain to Comp. Lit and Nanoprogramming (+125-ish). Gains moderate boost to Ranged Energy and Melee Energy (+50-ish).
Takes medium to huge penalties ranging from 50-100 to almost every weapon skill and weapon special. Takes medium hits to all evade skills (-50-ish).
So basically what happens is that we solve the dilemma of things like nanomage enforcers being better than atrox; due to higher nano skills and having higher nanopool which can be converted to hit points via Mongo line/Layers. When all is factored in (see Atrox below), an Atrox would have about 150-200 weapon skill advantage over a nanomage (assuming both are casting the same weapon buffs) and a further natural hp advantage.
Atrox
Opposite of Opifex. They might take little bit too much penalty for the benefits gained.
They would get only a small increase in Assault Rifle. They would take a moderate increase in Burst and a huge increase (+125-ish) in Full Auto. They would gain huge increases in practically all melee weapons (+120 or so); but only moderate increases in 1he or Piercing. Huge increase in Body Dev. (+125) on top of what they already have. Moderate increase in Shotgun. Fling Shot stays the same. Huge increase in Brawl (+125-ish).
They would take moderate hits to all evades similar to nanomage. They would lose 80 or so points from all nano skills across the board. Treatment and First Aid would suffer large hits. Map Navigation and Spying skill take medium to large hits. Small decrease in Martial Arts. Very large hit to Dimach. Moderate hits to Melee Energy and Ranged Energy (-50-ish)
As you can see, this gives some very pointed strengths to Atrox. The famed Atrox NT is still a viable class but does not have such clear cut advantages over the Nanomage NT. The Atrox NT can use Full Auto weapons and melee weapons to great effects. The Nanomage NT, when they get their "thingie" from Blackmane, will be weaponless and solely reliant on nukes, plus they'd have the extra nanopool and nanoskill to use them.
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The above is not an actual suggestion, its just one of several ways this could be implemented. It could be decided perhaps that only 1 Green ability from any Breed gives double "dribble down" effects and only 1 Dark Blue gives no "dribble down". Or Green skills give 1.5 times the "dribble down" and Dark Blue skills give 0.5 the amount of "dribble down."
Or maybe FC can implement the above so that Atrox takes no "dribble down" only from Intelligence and Psychic, but still gets normal "dribble down" from their Dark Blue Sense which would alleviate a lot of penalties and now give sizable boosts to Assault Rifle.
There are all sorts of ways to look at this.