So you have already failed to answer the question.
No, I've answered. I said: you can do any archetypical character with DCC's original 7 classes.
The 3E method gave a lot of leeway to character building by providing building blocks, a bit like legos. Now, of course, plasticine (classless systems) allows much more leeway in making anything than legos do. However, a lot of people still prefer legos. Why don't they all opt for the totally free strutureless building paste? Because building blocks are fun in their own way to these people. It allows them to use pre-formated shapes (class options) that have been designed to fit well with others. It helps people get to where they want. It provides some predictacle options to play around with and try to fit with others, like a puzzle.
That would be true if there weren't a dozen other games out there that do away with classes and offer just as much, actually usually more, simplicity. There's a huge amount of system mastery involved in 3rd edition D&D.
Sure. I'm not saying that 3E is simple or is not simple. I'm adressing how it handles multiclassing.
And I don't really know anyone that uses plasticine and legos to achieve the same desired effect.
Really?
If 3rd edition did away with classes, they could turn most class features into feats and simply let players choose feats as they wish. That would be the same amount of granularity you're talking about, without the cumbersome clunk that comes with multiclassing.
I don't disagree with you. Multiclassing however offers some types of building blocks that could be surmised as being made of pre-assembled smaller blocks (feats).
There's no reason to have classes, if you're going to make a rule that allows people to ignore classes.
It's not ignoring classes. Ignoring classes in 3E would be freely picking abilities without any class boundary. That's not what they did. They provided packages that are what each class gets at each level, and when you pick a level of one class, you get that package. It might not be your preferred way to play, you can call it clunky, but it is not "ignoring classes", as you suggest.
As I said, I enjoy 3rd edition, and it's got some great aspects and...contrary to what you wrote and as I already stated...
I did not write or suggest you hate 3E. I simply said I did not wish to discuss why people rage about D&D.
I am in no way hating on the system or raging about it. I am stating a fact. A big part of that game is based on multiclassing, and breaking apart the classes. IMO it's a fine idea, but one that is unnecessary if you just get rid of classes altogether.
Fair enough. I respect your opinion.
And I agree with you inasmuch as we can change "a bit part
of the game is based on multiclassing" to "a big part
of character building is based on multiclassing". I assume this is what you meant, although perhaps for you character building is a big part of the game, in which case you initial statement would be correct. My experience of 3E, fairly extensive, is that multiclassing was not a big part of the game (we role-play a lot, thus character builds mattered to a limited extent), and was at most a moderate part of character building - in my groups most PCs and NPCs were single-class.
I have never had somebody ask about multiclassing for any reason other power gaming. I have gamed with the best and the worst players, and I have never had somebody tell me how they needed to be able to multiclass because some aspect of the rules couldn't adequately represent their character's personality, background, motivations or even lifestyle. Sorry, that's a nice sounding idea, but the truth is that most of the time it comes down to numbers, not character representation. Even your example was "a sword wielding wizard." Aside from the fact that that is possible without multiclassing, that's an indication that the player wants to make up for his character's lack of martial talent. Instead of playing a character with flaws and interesting aspects, it's about plugging holes.
Ah, powergaming... Spend enough time in a thread discussing RPGs, and you eventually get to one person bringing powergaming up
The DCC game is about numbers to some extent. Otherwise, you play a game without dice and without a PC sheet, without damage and without hit points. There are bunches out there, take a pick. DCC, and D&D before that (DCC is a self-proclaimed offshoot of OD&D and of 3E), rely on dice and numbers to resolve a bunch of stuff, including battles. Sure, you can say that you have a non-powergaming approach, as do I; but in the end, the numbers are there. It's a relative question, really, I say I'm not a powergamer because I do not seek to optimize the numbers on my PC sheet. Nor do I ignore them, because I can't. I need the numbers to play. If you simply want to tell a story with no die, no numbers, another system is more appropriate.
Does that mean that anyone choosing to multiclass is powergaming? I disagree with your conclusion here, as I do not think so. If what you say is true, than anyone choosing to fight with a weapon he is proficient with, as opposed to a weapon that would look good or fit is character concept better, is powergaming; anyone choosing to let the thief unlock a door is powergaming; anyone making any choice based on numbers or capacity to accomplish something per game rules is a powergamer. In a game about numbers, this is likely to include, well, everyone to the last.
Tell me...was Gandalf a "Fighter/Mage"? Surely he must have been to carry a sword around be able to fight in melee?

Sigh. How would you portray a ninja in DCC? (Include any ninja name reference here, since you seem to want names.) A thief? That's probably what I'd do. Don't you think however that a ninja class would better fit your character concept?
What would you do if you wanted to play Gandalf in DCC? Play a wizard who wields a sword? That's what I'd do. Don't you think however that DCC might not protray Gandalf very faithfully?
As I said, DCC allows for any artchetype to be represented. However, some other classes, or perhaps a multiclass approach, might be even better to let you approach your character concept as you want.
If I interpret your post properly, you're thinking: "this is powergaming! It's simply a question of numbers, and not of story!" Well, again, if it's only story you want, don't play a game with numbers. I do improv, I'm part of a theater and I do a couple of plays per year, I do evenings of role-play with friends that include no dice or numbers (no "goal" in many instances, we simply play out roles), I do murder dinner parties, etc... I consider myself to have a relatively broad spectrum of role-play experiences in games and in freestyle. I respect DCC, 3E, D&D and the other RPGs I've played for what they are: games, that include numbers. And choices the player needs to make according to those numbers.
That was a long sidetrack, and back to the question at hand: I consequently don't think that multiclassing is bad/wrong, I don't think it's powergaming, at least
no more than the basic 7 classes are. The moment you choose classes, you choose abilities, etc..., you are "powergaming" to some extent. Multiclassing is simply one option along that line that I don't feel it changes the game's place signficantly in the powergaming spectrum.