It's back to that "Does balance mean we're equal, or does it mean we equally need each other?" Archetyping, the strength which with the system forces you to take a corner and hold it, is a part of the logic of attempting to force you to need each other. "I'm a mage, I'm never going to be a strong combatant in melee, I need an arms character to keep the goblins off me while I cast."
1) Weak archetypes can be found in RM "No profession" style, where all characters are the "No profession" profession.
2) Middling archetypes can be found in HARP, where the low cost is 2, and the high cost is 4.
3) Strong archetypes can be found in RM, where the low cost is 1, and the high cost is 20+.
You still have archetypes in #1, but it's based in choices. . .I choose to purchase a lot of spells, so I'm a caster, you choose to purchase a lot of combat skills so you're arms, and he chose to mix, so he's semi. . . . .but it's chosen, and it's weak, because if I choose to develop arms, I'm paying just what you are.
It's harder to go across type with #2 (though with profession changing not terribly so)
Once you get to #3, it's punitive to try to cross type. . .choosing to play a caster built from the fighter profession is folly.
Over the years, I've played RM all three ways (even before HARP came out). . . .all you do is:
#1 Only allow one profession (best to pick the "No Profession" or one of the semis)
#2 Only allow Semi professions, but come up with a mechanism to change base lists. (So say a "Cleric" in this version would be a paladin profession but with the Cleric base in place of paladin base).
#3 Play with all professions per core.