I think these two classes should be combined and seperated by a choice of skill selection. They learn about the same weapons. Why not have them able to select bladed skills or hand to hand skills.
Or a blm has to be a monk and convert at lvl 30 like a shaman has to.
Also would be cool if chakera was a command skill like critical strike. Different affects for different areas.
So negate the monk class entirely...?
Wut.... what does this suggestion bring to FL?
I would have to disagree completely. Monk and Blm each take unique approaches to melee combat, but from totally different angles.
This is a good idea, but it doesn't go quite far enough.
This is just a class branching idea like I've suggested before.
With the original poster's line of thinking, you could combine all melees with warriors, since they are just specializations of melee fighters.
At various ranks, you start to specialize into your class. Maybe from ranks 1-10 you are a warrior, but from rank 10 you can specialize and become a paladin (just like cleric-->healer), rank 15 into a blm/monk, rank 25 into a zerk..something like that.
The good points of this system are:
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Very simple for newbies as they don't have to make a major decision on which class to be during character generation...they just need to select a basic orientation (melee/rogue/communer/caster).
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Good for roleplay as you can develop your character as you play instead of before you play.
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Very good for low rank balancing as you only need to balance a few classes at pre-30 ranks instead of them all.
... I'm not convinced on this idea.
It could work for Warriors, Zerks, Rangers. But Paladins ???
And for Mages. If some class where this would work as a charm is for mages.
Also is any PK happening other than L30 and after L41 ?
Hybrids can be covered by branching out very early from either side. A paladin could branch from either a communer or melee, for instance.
Adventurers are pretty much solely used for power gaming lol. I rarely if ever see a newbie use one.
With all of the really exciting changes happening recently, I would abhor taking time away from the coders to completely remove 2 classes and create a mixed form of them.
Would I be opposed to the class system Celerity pushes? No. Rather, I like it. However, (and this is the meat of the issue) there are far more important and easier changes to implement. Coding classes and skills/spells is very time consuming. We have a ton of classes already, going in and changing the way they function on such a universal level is going to create more problems than it will solve. Think some skills are bugged now (Lotus Scourge, I'm looking at you) or in serious need of toning? Wait 'til the release of that system... inevitably, there will be heaps more. Some to the point of unplayability. Such a massive change would entirely negate several characters already rolled. While, eventually, the revamping of classes via selection and skill trees would be amazing and bring a great dynamic to the stale class gameplay... it can wait. More areas. More quests. More amazing RP. These kinds of changes are much more appealing for bolstering our numbers.
Specifically about this suggestion... I just don't see it. They are entirely different, in practice and in theory. Trying to draw false similarities between them to justify the unification of two entirely different classes seems... off. Anatomy is about the only thing they have in common. For that reasoning, all mage classes with protective shield should be combined. :\
Adventurers are pretty much solely used for power gaming lol. I rarely if ever see a newbie use one.
I have no idea how you powergame with one. Do they even have any weapons? So you could use it as a monk... Otherwise its faster to just rank to 42 and beat a ghost to death.
Each practice you put in skill common to adventurer and your final class is in theory one more practice points you can save for HP trains.
You might get an extra train at 50. 10 HP's 
Hardly worth much, unless your race/class has really low con or they share a lot of skills with adventurer.
But then again Adventurers have lower max rolls at character creation, which offsets this, unless you do not use any trains on stats.
This will leave you with a PC with 9 or less stat points holes, higher HP pool and the need to use a crap load of gear to correct stat until you can fix it.
Of course you should be going full 1 prac.
In the end it's a nightmare, and your fully trained Fire giant will be shelved because you got burned just training the darned thing.
I think I am fairly certain I'm the only person who plays as non-committal as I do... **** I've been at 50 for like 100 hours and I still haven't mastered axe or flail...
You can afford roaming 50 with non mastered stuff. You are the GOD of sheep.
Damn right I can, I'm pretty much making use of my racial abilities.
Level 50: Sacrificial Lamb 100 
I think I am fairly certain I'm the only person who plays as non-committal as I do... **** I've been at 50 for like 100 hours and I still haven't mastered axe or flail...
I'm lvl 50, 335 hours and still have dagger, whip and mace below 85%. Let alone some spells such as dispel magic and other key spells.