I don't have to put level caps on magic progression for secondary casters, because they aren't going to have the mind rank to cast high-level spells. Your armor progression is capped at your might score - if you want to be decent in melee fighting (like a cleric or thief), you're going to want a decent amount of might (which will allow you to wear studded leather or chainmail). But as a cleric, you're going to need points in mind to access the most powerful spells as you advance to higher levels, and as a thief you're going to want points in reflex to evade ranged effects and to maximize ranged damage. A paladin may cap his mind at 3, giving him eventual access to mid-level light magic, but only a dedicated caster is going to be able to eventually cast rank 6 magic. If I want to be a longbowman, I'm going to end up with decent might and excellent reflex, but I won't be able to also be a caster, because my points are dedicated elsewhere.
You can absolutely be a hybrid character (my twins were both hybrids), but you're not going to deal as much damage as a dedicated fighter or mage. Because of the way the numbers work, you are going to have to sacrifice damage output for versatility. It's a very internally balanced game without arbitrary rules to maintain that balance.
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