The thing with my players is that want to beat the game AND have a veneer of roleplaying over it. So they actually tend to stress the differences, instead of trying to become soloing characters with plenty of cross over skills. Thus the druid will want to roleplay his survival around the city the party is in, the fighter likes to stand guard a lot because then he gets to start combat with encounters wearing his AT 16.
One reason I could think of why my players think that way is because they came from D&D. Some played AD&D (the original) even. D&D has roles that are set in stone. So they are used to having completely separate abilities and capitalizing on them to beat the game and even using the differences between the classes to roleplay their characters.
One thing they do keep in mind is that there are several skills that are useful when multiple characters posses them: observation, attunement, stalk, hide, etc, so they can have plenty of chances when needing to roll for detecting ambushes, reading items, and such. I labored to make them see it that way.
To get back on track: This is why I am having no trouble fitting my games and gamers to the profession/ class system. It limits in way the skill choice (so magicians are not the most perceptive people around) and they force people to lack in some areas and enable them to excel in others and all this according to a more or less balanced concept. It is this balance that is far more agreeable for me that having a system where there is one character class that can do what he likes.
Versatility should come with the natural penalty of not being able to be the best in even 1 one or two skill (area) s. This is something that is not incorporated in the meta classes as designed by bhanson because of the more than 2 costs. The versatility vs specialty in RM is handled by having the cost of the second skill rank for that lvl being dramatically higher than the first cost.
I'm not sure about other people following the thread, but I'm quite curious about the 18 classes/ professions you came up with, as per option 4. I'm guessing it is along the lines of the normal professions: so they have a few areas of expertise and a few areas of weakness; balancing the power of the character.
Why I am hammering on the balance is because RM games tend to get unbalanced at the higher levels. This occurs between the levels 5-10 where the magic users gain a marked advantage and after lvl 10 a party of coordinated casters and fighters can take on almost any foe, except the major ones such as major drakes and demons. I need to have a big hand in controlling skill choice, spell availability and item distribution, because I want my games to go beyond the lvl 10 mark, perhaps even beyond the lvl 15 mark.