As it now stands there is no limit to your charictor. This has an up-side and a down-side. Up-side being that there is no limit to what you can do with your charictor.
Down-side is you have no limit to your charictor.

The reason I believe this system of player progresion is not the best way to go is because if i play for two years chances are I will have maxed out all skills or at least be ungodly high in many skills. This becomes a problem because if I am a master fighter and I need a new weapon but I am also a master miner and crafter then what is my need in any other players. There is none.
I can go mine my materials then forge my own weapon instead of needing to find a player who has specialized themselves in the art of crafting.
Solution:
Well my idea\'s I am sure will be flamed by some but oh well here they go
1: Skills max at 70 and then if you wish to skill more you would need to choose a path and then the skills required for that path would be made able to skill higher. IE: swordsman skills= strenth, sword, endurance, maybe some melee.
2: and my personal favorite would be as follows
You choose your path at creation and also a secondary path. your main path skills could be trained till there max and your secondary path skill\'s could only be train to a max of 70 then all skill not in line with your chosen path\'s would be untrainable.
This would help to ensure the need of player co-operation and some type of economy. Me myself i do not like haveing NPC selling things. I believe makeing people buy there merchandice from other players who have train to make those things would help to grow a working economy. The miner pays a fighter to bodyguard as he mines, the crafter pays the miner for materials to build weapon\'s and armor, the fighter pays the crafter for the weapon or armor. and so on with other paths needing each other to function.
Just an idea have fun throwing it around.
Thanks,
Aranis