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In PnP, you keep your old abilities, but gain no experience for an encounter if you used them, since you need to focus on learning your new class if you want to progress quickly.
BG simply takes them from you completely until your new class is 1 level higher then your old one.
I've long suggested that just applying a harsh xp penalty (in the 50-75% range) until the new class was 1 level higher would've been a better adaption of the mechanic, closer in both spirit and function to the PnP rule, since they could still serve their original purpose in the group and their new class would simply progress slower until they surpassed their old one.
I try to mollify the wierdness of it all by having the fighter collect an enormus number of magic scrolls before making the switch. After the switch he dismisses the entire party and starts memorizing those scrolls, over and over again if he has multiple copies. At 1,000XP per scroll level it mounts up quickly, especially since the first 11 levels of mage need less Experience than most other professions. I typically hit at least level 10 as a mage in this one sitting, that takes only a few minutes.
It almost seems as if the designers did this on purpose, making it easier to switch to fighter/mage dual class than any other dual class combination.
You could always cheese it by kicking out the party, but the amount of Xp you could earn from it was pretty limited since you couldn't erase spells.
The rememorized spells are usually lower level spells, and they don't really add that much to the XP total. But 4 level 6 spells gets your newly dualed mage up to level 5 in no time.
Knocking a 0 off the xp given would've put the exp reward very close to the personal xp reward mages could get via spell research (though spell research is no where near as easy as merely learning from a scroll, but it could at least kind of sorta justify it at those xp amounts).
2ndly....9 int gives more known spells per spell level then a sorcerer can ever have (6 minimum and ramps up quickly from there), who already get enough space to cover every possible situation. The only time a mage ever ran into issues with space was if they learned every spell they came across without weighing it's value of knowing it vs simply holding the scroll of it for those niche times it was required.
And int per spell level is 9 = up to 4th, 10-11 = 5th, 12-13 = 6th, 14-15 = 7th, 16-17 = 8th, 18+ = 9th. (since in 2nd edition you're expected for most stats to fall into the 11-15 range at most).
Another area BG stumbled was that specialists were actually intended for low int mages since they gave very little benefit to a high int mage (losing ~two schools of spells to be slightly better at 1 school, but were quite lucrative to a low int mage due to the full benefits package (Learn a new spell of their school per level (up to the highest they can cast), +15% learn chance to spells of their school from scrolls, -2 save penalty for spells of their school they cast, +2 save bonus vs spells of their school, +1 spell per day per spell level (must be of their chosen school), -15% chance learning other school's spells, and has 2 (except Diviner (1) and Illusionist (3)) opposed schools).
Though the only confirmed benefit of a specialist in BG EE is +1 spell per day per spell level. Though there does appear to at least be some evidence that the bonus learning chance for school, penalty to learning chance for other schools, and bonus save penalty for school benefits did get stealth implemented and simply aren't mentioned (though they're still missing the free spell of their school per level, proper opposed schools, and bonus save bonus vs spells of their own school).