Archers get no Masteries at all.
Everyone else does.
Melee (which was already powerful) received more boosts. Why not Ranged?
If you give melee a damage boost you improve only their damage. Given that melee have to fight off entire mobs at once with no chance of guerilla tactics means they need massive damage, massive tanking ability or both.
If you give range a damage boost you increase their damage and their safety. You've enabled them to kill more quickly and if it takes less hits there's fewer chances to miss. While potentially slower (IE:they stack damage instead of crit) range is perfectly capable of taking on any situation with moderate skill.
There's supposedly a range damage boost anyway though, and I fully expect there'll be some significant perks to it when the test realm updates.
Keeping this ruins the shine Mabinogi has pre-g13.
I think it delivers on that promise since I no longer have to play a hybrid class end-game to be useful. Make giants more than just gimmick characters since they don't have to share the spotlight in melee with a human who can also blow things up with magic and range etc.
Why are you so concerned about being too powerful? And you said "because the mixing of skills makes them more powerful, it's not possible to give a class a powerful skill unless you make them strong", it only seems like you're basing your assumptions on the fact that players in Mabinogi are given way to much power, but I don't feel that is the reality. I don't believe that we are given enough power because you don't see your average person running Peaca 24/7 or Metus all day long with no sweat or doing all these task solo.
So if hybrid is the only way to go in Mabinogi which I do agree, it doesn't change the fact that I want to be a pesduo-knight or pesduo-mage in Pre-G13, and it definitely does not change the fact that this infringes on the idea of Mabinogi.
Right now? No, players aren't given -too- much power. However, if you added those melee masteries in willy-nilly we'd get there fast. As I've said before the new skills/classes are geared towards improving a single niche without worrying about making all of them too powerful. That doesn't mean that as of g10 a single niche is too powerful, just that they've hit a wall where no one can get any stronger for fear of making them all too strong.
If hybrid is the only way to go, doesn't that infringe on the fantasy life idea? Moreover you can still be a pseudo-mage/knight post-g13.
I like that you are at least taking an intellectual approach to this and thinking it through. You seem to be one of the few that are actually analyzing this and not seeing classes and Mabinogi together and throwing a fit or just jumping to conclusions about adventurers being a dead end. I wish people would actually think about this for a second, it's a really good thing.
Ironically, thinking is one of my favorite past times. Right behind contemplation and dozing off.