I'm sure we're all well aware that the power progression in AO isn't very smooth. You wouldn't want it to be too smooth, I'm sure most of you have played RPGs where you buy a new fireball every level that's identical except for slightly higher numbers, that's incredibly boring, and there will obviously be pretty substantial increases at title levels and significant milestones, but many of the profession see ridiculous leaps in effectiveness and flexibility, to the point where they essentially can't fulfill their role until they reach a certain level, then they become extremely powerful and desirable. I think it'd be good to compile a list of these, or at least of the worst offenders.
To clarify: this thread is not intended as a discussion of the balance, only a recognition of where issues lie. OP or UP, it still needs "fixed" either way. We're talking about places where there's a significant "kink" in how a profession plays or the amount of utility they bring.
Some of these are partially or fully addressed on testlive, but we can still list them here for completeness.
If we can get this rolling I'll try to edit this post into an organized list.
A few to start us off:
Keeper's Ward line, it block 1 attack every x seconds, getting faster until warden ward which blocks 1 per 30 seconds. Then watch ward blocks 2 every 25 seconds, effectively 1 every 12.5 seconds. This is a massive change considering how smooth the rest of the progression is.
Engineer's pets are in all kinds of disarray. There's no dog before 100, they use the same dog between 100 and 175, and the slayerdroid is castable very early (I've seen it at 60 in extreme examples), yet has to last until I believe level 201. (the 100-175 dog gap is addressed on the test server, and maybe the slayerdroid gap with it)
Bureaucrat has a massive shift in their gameplay toward the upper levels. When starting out they're heavily focused on charms and crowd control. At some point this is subverted by carlo and rampant CC immunity. At the same time powerful evades and init debuff toolsets which were previously unreliable become the focus of the profession.
Traders have RK calms throughout, but no SL calm until 209 (again addressed on testlive)
Doctor's HoT and short term hp buff (life channeler) lines are expensive, short-lived and hard to keep active on several people with all the nano spamming doctor does, until the penumbra quest and the DB quest give them team versions, at which point both buffs become extremely useful and easy-to-manage tools for the whole team's survival.