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Overall, you can also just shoot them from good positioning and anticipation. So you don't "need" two weapons to have a fun and balanced game. If anything by limiting choice and making players adjust their play style, each vocation has a unique identity instead of homogenization.
The complaint I see here is I want the class that does everything so I don't have to decide. Which some people find fun, but to each their own.
Read something last week that this is his favorite vocation - and he cruises around with 3 Sorcerers (likely so they can insta-cast by working together/combining incantments).
A change I would endorse however is to allow the warfarer to use skills per weapon, not just 3 slots (4th is usually rearmament for most people), since it already makes your stats weaker than other vocations and removes the master skills from play, giving it access to 3 slots per weapon wouldn't be the worst thing, but I can see why it would be unbalanced so far as making the class too strong.
The warfarer is a stright buff over magick archer so long as your not using its master skill. Its a stright buff over Trickster as a whole. It doesnt really need anything new.