After reaching lvl 20 there woud be a point where u could select ur specialiation profession. Another 20 levels would follow.
Here are some examples:
Warrior- Barbarian, Knight, Expert.
Primary attribute changes: +1 damage/rank, + 1 % + damage chance/rank
Barbarian would get additional skills related to weps and strength, Knight would get strength and one SELECTED weapon, Experts would get strength, agility (+dodge chance) tactics and sword.
Ranger- Druid, Wildsman, Archer
Primary attribute changes: Arrows are armed and fired 1% faster/rank.
Druid would get specialization in herb lore (heal over time skills) and marksmanship. Wildsman would get wilderness survival, craft lore (crafting crude weapons by himself using materials) marksmanship. He would get a heap of skills from the wilderness survival page while he could use only the weapons he crafts himself. Archer would use expertise and marksmanship thus buffing his damage (over time) and chance-to hit etc. He would get extra skill from the expertise and marksmanship page but would not get any other passive bonuses than expertise.
Elementalist- Etherist, arcanist, mage
Primary attribute changes: spell cost would be reduced, 1%/rank.
Etherist would use energy storage, ether summoning (energy attacks such as Charged Orb and such). They would get skills from both panes but would get passive effects only from energy storage. Arcanist would call upon arcane powers to inflict massive damage. Attributes would be energy storage and arcane mastery. Arcane mastery would support massive damage spells and fair protection but would not support skills from the energy storage pane. Mage would be a mix of offense and defense and would have energy storage and telepathics thus protecting and attacking both reasonably well.
Mesmer- Hypnotist, fuser, powerbender
Primary attribute changes: passive effects magnified by 20 %.
Hypnotists would have the ability to incapacitate the enemy and would use and charms (incapcitate and destroy

Necromancer- Cursebearer, vampire, cultist
Primary attribute changes: Soul reaping would get skills, effects would be magnified by 1% every 2 ranks.
Cursebearer would use curses and soul reaping, curses would get more skills and curses skill effects would be magnified. Vampires would use blood magic and soul reaping, other effects same as above. Cultist would use death magic and soul reaping, other effects same as above.
Monk- Divine servant, lifemender, flameservant
Divine Favor effects magnified by 1%/rank.
Divine servant would get divine favor and healing or protections prayers. Lifemenders would specialize in lifemending (granted immortality for limited amount of time, resurrecting) and healing or protection prayers. Healing and protection prayer effects would be reduced by 15 %. Flameservants would use smiting prayers and a choice of healing or protection prayers.
That's it, no more boredom and ranting