The new version 1.980.001 is up!
This one totally redefines hero paths. You can now enjoy a much more focused design for the RPG aspect of the game. It meshes well with the improvements I made the strategic side. The next step will be the crossover. I plan to make Path of the Governor into a full feature mix of strategic bonuses and hero progression. I want to nail down the basics before I get into that stuff.
Check the link in the OP to see all the wonderful new traits and paths. There are a ton of new abilities and spells. Each level opens two new options and there should be about 22 traits in total for each path. Instead of allowing cross-classing, I have decided to make the branching Paths offer a cross-class later on. Spellsword, for instance, is an Arcanist-Assailant. Barbarian is an Assailant-Defender. You will get some of both paths and a few unique options. You are, however, sacrificing the high level choices in each Path.
Oh and there are new Paths that have not been implemented yet for level 12-20. They won't be options, but more akin to prestige titles. Some of them are present in the OP's link to my chart. I also will be adding Paths from quests like Path of the Vampire, Slayer, Timelord, Demon, God, Ghost, Titan, etc. over the coming years. It is nice to be able to tie the leveling system into quests and events.
Some of the ability traits work differently than in the vanilla version. Many add an extra turn to the hero with some kind of bonus. For example, Weak Spot seeks to mimic an archer hitting a weak spot in someone's armor. Clicking the ability takes up a turn, but immediately grants a new one where you have 50% armor piercing for one turn. It is a little confusing at first, but I will add in an explanation in the descriptor later on. I added so much, I have not had time to do all the descriptions and animations. That will come later, unless someone wants to do them. PM me if you want to add in all the descriptions, sound effects, animations, and effects. I will eventually get to it, but I am more interested in the system rather than polish. You might see a lot of the "Slow" icon for the new stuff.
Next I will get to work on better balance. I started off each trait and Path with some great power. I now will be balancing things downward and increasing the XP required to level. I want lots of power, but a reasonable progression to it.
If anyone wants to cannibalize the Path Mod and make it standalone or add it to Stormworld, the CoreAbilities.xml and CoreSpells.xml have all the new content. The Paths are at the top of the abilities file. The spells are at the bottom of the spells file. This should work as a decent template for expanding the Path system.