@spoletta this!
Makes are utility casting classes traditionally not bound by their weapons, but often enhanced by them.
Conversely, they are often restricted from casting at all when using non-caster weapons and higher defensive armors/shields.
Melee/Ranges characters on tge otherhand are equipment dependant classes. What they can and can't do is directly linked to which weapons and/or armor they are wearing. That goes to the core of the 3 play styles (melee/ranged/mage)
Sure, there are mixed classes, Arcane Archers combine magic and Ranged, but are locked out of casting more pure magic type spells by their armor/weapon choices. The Paladin, Cleric, and Ranger types are other examples, and like th e Arcane Archer, limited by their gear as to what magics they can use.
In this regard, I'd go back to an earlier suggestion @spoletta has made in the past and have more than one grade of Spell Channeling so as to allow for composite class builds, buttering the "true makes able to fully function as their build is intended, when in light armor, with a Staff and no shield.
Healing magic, for instance, as that used by divine casters such as Clerics and Paladins would either not require Spell Channeling at all for those meant for the composite types, but rather just have an armor limit, or a Divine Channeling prerequisite would be there as an option