There needs to be distinction between teams, and the easiest way to do is by restricting classes that don't make sense within the construct of that team. If it's based on deity, then Evil shouldn't have access to Paladins, Rangers, and Druids but should have access to Evil-aligned classes. It fits the lore and gives people who like the feel of that setting a choice that is different from the others. And as I've said in other posts, we need our decisions to be meaningful. If I know there are positive and negative consequences to my team decision, I will take it seriously and care which one I decide to become a member of. Otherwise, I'll be choosing indifferently, at random, and it won't really matter.
Will there be 100% balance between all three teams? No, but EverQuest wasn't designed that way to begin with, so I think trying to focus too heavily and giving everyone everything is foolish. Guild Wars 2 is a great example of how every team having identical classes for PvP gets boring really quickly. So Race War, Deity, Rep-yo-City...it doesn't matter. Just give each team some unique flavor, let those teams develop tactics centered around their individual strengths and weaknesses, and lets enjoy ourselves.
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