Sius are you absolutely sure that pvp chars cannot be balanced by toggling the perks, stats and skills? I mean you can honestly make good chars who can do pve and craft at the same time. My current char is actually fast shotting one hander lvl3 smallguns crafter, with 100 throwing and 125 outdoorsman. Very fun class, too bad he's outgunned by big guns at close range and can't stand a chance against current snipers at long range.
If we had additional classes for pvp, it would definitely bring more dept and so on but also lots of work because it is a new feature.
I'm quite sure that balancing the most effective pvp related perks, skills and stats, adding more perks, allowing players to pick more perks for additional builds and thinking roles for differend weapons would be enough. Here's the deal: if stats bore higher role in picking perks, you couldn't fill your perk slots completely with combat perks. Let's say if everyone could choose 14 perks. There's 7 fighting perks which are unlocked by your stat-build, plus additional luxury perks (strong back, cautious nature). This means that everyone is strongly encouraged to take all fighting perks and then they got free hands to choose which luxury perks they prefer. Get it? Because I really think this could solve something. Then again this is just the class-system included in normal levelling.
To add even more dept, you could always have 3 choices every time you want to pick a combat perk, so you got actually 21 combat perks suitable for your stat build, but you can only take 7.
Fonline should never restrict character developlment to "classes". Classes are there already if you havent realized. Bad bad idea, very unfalloutish.
So you're saying no to classes, but then you say that the classes are already in the game. This can mean that you're against the current fonline style.
It doesn't matter what's unfalloutish. When it comes to game mechanics, being falloutish is not important because game mechanics have to work properly. Because fallout wasn't designed as multiplayer game, it's not viable to say that mechanics aren't falloutish. If you want to keep the game falloutish, it just means that we keep the same background story.