Interesting Warl. What problems did you find that led you to make those rules?
I think I can already see one that would be a significant problem in RMU, due to RMU's skill costs being so much less varied than RM2's: players could switch classes just to get access to new base lists at a trivial cost. So for example my Mentalist could say he wants to switch to Lay Healer. The skill costs for most skills are virtually identical, so this won't really adversely affect him in the way it would have in RM2 (which had individual skill costs), and he will now have access to the best healing spells in the game. Sure, he has to find a teacher... but from what I am gathering, most of you would allow that, so I don't see that as a significant obstacle. The same could be said of a Ranger who wants Paladin spells, or a Cleric who wants Druid spells, or an Illusionist who wants Magician spells. Have your Illusionist take his first few levels in Magician (till he gets firebolt), and then you can take all the rest in Illusionist. This wasn't so much of a problem in RM2, when skill costs were individualized and varied greatly by class. But when classes are essentially just different archetypes with more or less the same costs in most categories, you set up a system where the costs of switching classes are minimal. Why pay the closed/restricted costs (6/8 or more) for the spell lists rather than simply switching classes for a level or two and gaining the spells at a cost of 1/2?