Quick back of envelope mathing suggests 10 “archetypes” with B/S/E classes and three points to spend. Would get more complicated with addition of extra classes (i’m noodling around with “Courtier”, good with social stuff)
The archetypes should be tied to implied setting, like Nate did in the basic rules. Each archetype should have a specific skill or implement that gives a situational bonus. Might work well with historical settings.