I thought it might be interesting to look at the class and saving throw matrix in AD&D (1e).
I'll just do lowest and highest levels.
| Para, Poison, Death | Petrification/Poly | Rod, Staff, Wand | Breath Weapon | Spell |
Cleric 1-3 | 10 | 13 | 14 | 16 | 15 |
Cleric 19+ | 2 | 5 | 6 | 8 | 7 |
Fighter 1-2 | 14 | 15 | 16 | 17 | 17 |
Fighter 17+ | 3 | 4 | 5 | 4 | 4 |
Magic User 1-5 | 14 | 13 | 11 | 15 | 12 |
Magic User 21+ | 8 | 5 | 3 | 7 | 4 |
Thief 1-4 | 13 | 12 | 14 | 16 | 15 |
Thief 21+ | 8 | 7 | 4 | 11 | 5 |
I have bolded the best saves for low and high levels.
Observations!
1. Overall, I'd argue that the fighter is best. Not great to start, but rapidly gets better (advances every two levels). And good at all saves.
2. Clerics are good at the poison and death magic save, which makes sense, and is also why paralyzation is a weird fit there.
3. Magic users suffer from slow advancement, but they are good at RSW and spells, which makes sense, and ... breath weapons? Okay?
4. Thieves? Slow to advance, and they never are that great. Seriously, a TWENTY-FIRST level thief has an 8 ... against poison. C'mon. I only have one thing to say when it comes to the Thief.
GYGAX!!!!!!!!!