Haven't even started a character... (busy reading the server entrance info

The server seems promissing, but there are a few things I'd like to straighten up:
1 - What item merging rules are there on shifter/druid alternate shapes; and what rules are there on spell based alternate shapes (Polymorph Self and Shapechange) because those shapes are very weak and not only druids/rangers/animal clerics have some or all of those 2 spells, as the wizard/sorcerer has the worst BAB... (I like to try riginal builds now and then, opposed to the traditional spell slinger OR weapon wielding melee mage)
2 - I've read, in a locked thread, about minimum levels for paladin/monk classes... and other easily exploitable (uber classs, in a way)
I wonder if it wouldn't be better to give some high end benefits to classes of full level (40)...? Even a 35 sorcerer/5 paladin will have great benefits, comparing to a pure sorcerer... why not instead give a 40 sorcerer a few ones too? why not give each class bonuses every 20 levels in that class? or every 10?
Fighters are a GREAT base in every melee build (with 4 levels in it, I can get Epic Weapon Specialization and my BAB will not suffer at all, nor my HP either...; Monks give great bonuses to Kama/unarmed fighters (yet you can make kamas naturally slightly weaker than other weapons, in your server); Paladins get great boost to their saves with their level 1 bonuses, yet they give out good melee spells for anyone and good immunity feats at higher levels...
There are great domains and useless domains (by comparison)
My overall opinion is: Do not restrict/nerf the strong, but strengthen/improve the weak...
3 - Do bonuses in subraces count towards the 12 magical attribute boost cap?
....more coming