I have some more ideas for the script..
How about some experience gain with Artisians from crafting items, instead of train by use? Then they can level up without grouping or buying in some combat skills, or give them experience for handing in completed BODs.
Also, experience for Rogue classes stealing, picking a locked chest, for successfully applying poison, etc. Naturalists for Taming, as well.
Perhaps set the Cleric heal spells to deal damage instead of healing it when used on a foe that is vulnerable to Silver slayer weapons?
Hammer of Faith doesn't seem to be very powerful, perhaps increase the damage and/or swing speed of it?
In the (original?) Druid spell system thread there is a fixed version of the buggy spellbook gump (if it hasn't been fixed already) in which two of the spells are overlapping on the main index. It wasn't fixed when I downloaded this system, though.
A Fishing/Cooking class?
None of the classes appear to be able to use Pikes, as they're both Polearms and Fencing weapons (Armsmen don't get Fencing, and the folks who do get Fencing can't use Polearms)
I've already mentioned the experience for killing stuff seems a bit off, as Giant Spiders give more experience (250ish base) than things like Earth Elementals (150ish base) despite dying in a third of the time and with half of the effort. Base Damage, AoS resistances, and perhaps also a bonus for ranged weapon using mobs (Orc bombers, Ratmen archers, etc.) need to be factored in. Just in case you forgot
Armsmen seem to have nothing going for them vs. Warriors. I fixed this on my server by increasing the range of polearms to 2 tiles (3 for Pikes, but since no one can use them this hasn't been tested for "OMFG teh ovarpowaredd!!1"-ness.) Excludes all axes, warhammers, short spears, warforks, but includes Staves.
Fighters vs. Mages ends up with the Mage class casting Paralyze on the Magic Resistance-less Fighter, laughing their heads off, then doing an Explosion/Flamestrike combo at a completely helpless Fighter. I've attempted to balance this by increasing the base resistances of armours used by Fighters, +1 to each resist in Studded Leather armours, +2 to Ringmail, +3 to Bone, Chain, non-plate helms, Ranger, and Daemon Bone armours, +4 to Platemail, and +5 to Dragon, and increased the maximum player resistances to 90 in each, which now forces mages to cast Poison (which disrupts paralyze, and since no classes have Magery AND Poisoning, the Deadly/Lethal poison problem isn't an issue) to try and wear a Fighter down, while running away like the sissies they are. Still need to test whether or not it's a bit too much, but no armour (Runic or otherwise) has hit the maximum resistance for anything, except a suit of Exceptional Dull Copper Platemail hitting the Kinetic cap. I'll go play with a Valorite Runic Hammer and some Dragon armour, though, I think...
This also hits two birds with one stone, since it also gives more purpose to the armour restrictions.
Mages can't wear Mage armour.
I'm not knocking your script, I think it's bloody great work, and I really love it, but I thought I should let my ideas for it come out of my head and into this thread
Thanks for reading these suggestions
P.S. Hope you feel better soon, Dev
(and not just so you can update this system hehe)
EDIT: P.P.S. I just tested, the best I've managed to get with a Valorite Runic Hammer and all exceptional pieces of Valorite Platemail and a couple of pieces of Red Dragon Armour is 81 Kin, 79 Heat, 90 Cold, 86 Poison, 76 Energy, so it doesn't look like a 90 in every resist suit of armour is possible without cheating (using GM/Admin powers) in a non-Test Centre server.