The change makes aptitudes much more relevant, so not recommended combos are going to be harder. Species with neutral or positive aptitudes don't suffer as much.
I agree that this is good, but my only complaint is that the combo's me and absolutego were playing are recommended as Skalds and also have pretty positive (ok, demonspawn don't (though they're no better off than any other combo) but merfolk are the 'classic') attributes and I found them a lot harder.
If the aim of this is to make the game harder, then that's fine (although I don't think it really needs to be), but it certainly seems to harm hybrids a lot. It means focussing on anything other than one or two skills for the early/earlymid is hard going, and I think that harms playability, giving you less options and less flexibility. Thinking of newer players, these changes make it even harder to see the more fun mid-game, especially with hybrid chars. which are probably the most fun.
As mentioned, making spell success a bit easier (or having a slower slope to start with) would be good, even if it gets harder to raise it later. I think Giving the player a few workable spells to survive in the beginning is really necessary, especially as the most successful MeSk I got I did purely as melee, VERY rarely casting ice/fire brand, which took alot of fun out of it.
2012 Winner of fewest proposed ideas implemented by devs.