Personally, I find there's a bit issue with some mechanics as well.
- "Tiered" class mechanics have a lot of purpose in forum-based games that aren't solely meant for competition. A sense of progress is meaningful, but it's perhaps instead ideal to drop levels altogether and just showcase incremental development and nothing else. NESing rules are usually ordained as incremental development (Ie a nation going from 11 to 13 Economy Points in one update, and getting a score in Culture, slighlty influencing some other nation) rather than simply amassing XP from 0 to 100 before going from Bronze to Iron Age. Having both a tier system and incremental development isn't really elegant either - I mean, some classic NESes utilized this system (LINES II used different Ages alongside normal stats that arbitrarily increased military power but even here, while Age increasing increased military power significantly, it really just happened by A) having your nation developed properly and B) being neighbours with more advanced civs, so the system evened out.) but the modern design approach is just as powerful, less tedious and more elegant (See: Capto Igulum and N3S)
- You have class overload. I understand what you're trying to do - you're designing a game system in which people can play. But honestly, there aren't going to be that many people in the game and the way you spread out people across specific classes that are tiered works for a strategy game that is very competetive on some manner. But NESers usually want to roleplay and your class system is kinda like DND but more simple in its execution, and I'm not sure that makes for good gameplay - DND is weird because its classes are quite so arbitrary, but it had a lot of intricate number crunching and personalization to make up for it. Your system looks like the specific constrains of DND with the depth of Diablo III. I understand there's always room for players to roleplay their way out of it, but why not let that breathe? If I were you, I'd:
1 Drop the class tiers
2 Instead of having so many classes, think of, say, five archetypes that each depend differently upon the fundamental stats and have some set bonuses that allow them to grow. Then players will work out the rest.