- Restricted min-maxing. Although the game never forces you to buy more HP or reflex saves, it also doesn't allow you to set your character on fire to max out one broken ability. You can't get Major Psionic powers until rank 4. Your Rank 3 Guardsman can have 8 HP or 13 HP but not 20 HP. Your assassin could actually buy all the available sword tricks and be forced to learn an actual skill.
- Restrict cross-class skills, don't punish. A Rank 3 Assassin is allowed to buy Dodge 2. A rank 3 Psyker can only buy Dodge 1. But he doesn't pay more for it than the assassin did.
- Easy role changes. The Guardman goes through 3 ranks with almost no social skills. Then at rank 4 he gets promoted to an officer and suddenly gets a pile of social options dumped on him. Basically, the kind of midgame concept shifts that Prestige Classes were supposed to bring us can be built in to the normal leveling system.
- Implicit storytelling. Even when you're not doing a radical role shift, you can tell a story with which skills you hand out when. For instance, level 1 Arbitrators can buy Knowledge (Law Enforcement) but not Knowledge (Underworld). Level 1 Scum can buy Knowledge (Underworld) but not Knowledge (Law Enforcement). At level 2 they can each enter the other's world. This is a cool little detail you couldn't do with a class skill list.
- Ad hoc role protection. Even if you have two conceptually similar characters like Assassin and Scum odds are good at any given level that one has a skill option the other doesn't. You don't have to make a grand statement like "assassin's get poisons and scum don't." You can just give the Assassin poison use at level 2 and the Scum poison use at level 3. Give the Assassin pilot hovercraft at level 3 and the Scum pilot hovercraft at level 5. Give the Scum disable device at level 2 and the assassin disable device at level 3. Even without a fixed "protected role" you will always have the option to buy something that is not currently available to anyone else in your group.
- Painful to Write. The basic Dark Heresy book had 8 classes and 8 levels per class. Actually more because every class branched at some point, either permanently or briefly before reuniting. Or both in one especially perverse case. So their design team had to write out 80 fairly arbitrary ability lists and make sure they didn't put the same ability in the same track twice. Or worse, make a typo and leave one ability out entirely, making another ability impossible to learn because of missing pre-requisites.
- Painful to Use. When you go to spend XP, you can buy anything from your current rank or any previous rank, but the rank 3 list doesn't include the legacies from ranks 1 and 2. That means you have to look over 3 lists to see all your options, and you can't answer a question like "am I allowed to take Dodge +2" without checking all of your levels (until you reach the one that unlocked Dodge +1) You could fix this by making the listing cumulative, but this makes it harder to tell what's new and ruins everything if you let a branched path recombine with the main track.
- Painful to expand. Dark Heresy tried to add more customization by introducing "alternate career ranks" -- alternative level charts intended to work like PRCs. Each one had a list of approved classes and a *minimum* rank you could take them at. So for instance, Saboteur could be take by a Scum, Adept or Assassin in place of their 3rd rank, or in place of their 4th, 5th, or whatever. This flexibility makes it way more likely these things can actually be used, especially if introducing them into an ongoing game. It also creates optimization hell. Deciding WHICH level of Scum to trade out for Saboteur is a brain-melting exercise. Oh, and it's mechanical hell, because it causes those missing pre-reqs we've talked about. Suppose Assassin 3 allows Dodge+1, and Assassin 4 allows Dodge +2 (which requires Dodge+1). Saboteur only allows Dodge +0. If an Assassin takes saboteur at level 3 then he ends up having acces to +2 without +1. A reasonable person would probably handle this by saying you're screwed out of Dodge +2, or that it includes access to its prerequisites (dodge+1) or that it slides down a notch to fill in the empty row so that the unattainable Dodge +2 becomes a Dodge+1 that you can take. The Dark Heresy designers went with option D: beg your GM for permission to buy something off the list you nominally gave up, at 50% surcharge, which is ridiculous. You could avoid the problem by fixing the alternate option to one particular class and rank and making sure it was compatible. Or, you could write an entire branch so that once you took an alternate, you rode ti the end of your days, thus preventing the dissonance from arising. Either of those produces an unbelievable amount of writing work to generate a very small number of options.