That would come down to the powers granted and playstyle ultimately. Last Q&A they mentioned they plan on letting you jump to the next node with a partially completed skill, so you probably won't need to waste more than a little time on the weapon you won't use, in exchange you get a little extra versatility, and people that stick closer to the archetype's core will get a bit of extra power.
I think people are confusing being inefficient with being incompetent. I believe ACE will end up releasing a successful product, but they've had their stumbles. Just because other companies have also stumbled at times doesn't make stumbling efficient.
One must look at the specific situation to gauge whether it was dealt with efficiently or not.
They had a vision for combat, they tried multiple ways to get it going when some of us knew it simply wasn't going to work. They eventually course corrected, but obviously they weren't efficient with that situation if they spent a year on things that wouldn't work out, and it's not like they have the most robust budget and team to where that isn't a significant investment to them. GW has done a great job raising money for the game, and I doubt they want to spend too much time and money on things that aren't going to end up in the game.
ACE isn't working with a "normal" dev cycle. Last I checked, fans with access to NDA free, "pre-alpha" versions of MMOs aren't the norm or at least haven't been for long. As someone with common sense and 20+ years of online/MMO experience, was very easy to see the combat was flawed from the start, despite the devs saying they were going for something different or whatever and how great it was or would be. Wasn't good for what it was nor what fans apparently wanted. Hence why they made changes that unsurprisingly matched what many of us said was needed/wanted from the first testing on.
Bickering about what is "efficient" is pointless, but for Combat being their #1 priority for so long, they likely could of been further along with the whole project had they simply listened to testers/fans earlier. Or maybe they did and it took a good while to make changes and get them into our hands, but to me, it seemed like they were happy with what they had until suddenly they weren't.
Doesn't matter to me as long as development is progressing and eventually something I find enjoyable gets launched.
The European Commision has already let that law about the arc of the cucumbers fall since some years now, because people were always referring to this. They didnt feel to hold that law up anymore for the trading companys. The law has been made, so that people make less curved cucumbers, so that they are easier to be packaged. The people benefitting from that law, the big trading companys, didnt defend them when this law was always brought up, so they have let it fall.
I think its better this way, economics have become far too overhyped these times anyway, let the cucumbers be cucumbers.
I am fairly relieved though, that TTIP has been stopped by the movement of the citizens of the EU, for the time being at least.
Yes, I dont see why it is that difficult to just change it into some kind of ingame currency. Once the transition to the EU publisher has been made, this shouldnt be much of a deal, they already do so with their other games, arent they?
There is one scenario where training in a different ATs tree may benefit a Druid, and that is if a particular Discipline grants you a power or ability that is based on that of another AT, and/or uses their resource. This is a possibility, based on statements the devs have made.