Setting aside waiting until level 32 to spec into weapon skills, as I said before, the ranger is pretty straightforward. You have the choice of agility or agility, and if you you don't like that, there's agility. So whatever direction you go, your core attributes won't change.
That's not the case for my caster Templar. There's strength or intel, and no amount of selective skill placement will change the fact that from the beginning I'm locked into a certain kind of play style.
The same with my duelist; strength or agility.
The same with my shadow; agility or intel (and if you're going intel, might as well pick up some elemental damage as well).
In any event, I'm not about to gimp my characters by speccing into weapon skills so late. That ranger build you linked has rock solid survivability, but she would hit mobs like a wet noodle.
Are you really, truly locked if you at first go strength and then intel for a Templar, or agility and then intel for a Shadow? Not so much - those initial core attributes (and much of the use behind strength, intelligence, and dexterity in much of the game) is for being able to equip certain types of gear or certain gems...and especially for the "hybrid" classes (Templar, Shadow, and Duelist...notice how they are the ones that don't have a clear attribute choice right away?) you typically need both stats.
Going for the Templar? Good chance you're going to use armor or weapons that require some strength to use, even if you're going the caster route. Popular Shadow weapons include daggers, bows, and claws (even for spell-casting based Shadows), and you'll need the Dex for those as well.
Ultimately, the difficulty of the early game and the overall effect of passives at the level when you still might be exploring options isn't such that you are immediately gimping yourself. The tree is deliberately designed so that it's very tough to truly mess up a build from the get go, or even a dozen points.
Considering that most builds reach their intended design, based on a combination of gear, gem skills, and passives/keystone choices, sometime between level 40 and 60, and you will have over 120 skill points possible, a half dozen to pick up some base stats for an item or gem, or to skirt around to some other desired options, won't kill the build. You truthfully don't have to min/max to make a build that works, even for end-game maps...it just has to be a cohesive build. Wearing armor, having no energy shield, and picking up zero HP passives, for example, would not fit that description.
As for the Ranger build, I'm probably going to be trying it like that myself, to see just how well it handles the first difficulty tier. From my experience with a Ranger before, attack speed and movement speed did more for me than bonuses to actual damage and so I am confident it can handle normal difficulty just fine, but I did pick up projectile damage bonuses early on the last time I played Ranger (only took it to level 30 in the beta). I'm thinking that weapon damage, other gear, and skill gem choices for the first 30 levels have a greater effect than passives, and so such a build wouldn't be gimped much in the damage area, but I'd like to really confirm that before commenting further.
Vendoring rares is a crap shoot. Sometimes I get Alteration shards; sometimes Transmutation shards, sometimes even a Chromatic Orb. Very, very rarely have I gotten an Alchemy shard. Again, it's just easier to start over.
It's actually not. The reason you sometimes get a Chromatic Orb? The item had a red, blue, and green socket, and it was at least a 3-link item. Want some resist rings? Trade a gem and an iron ring to a vendor (blue for CR, green for LR, and red for FR) and you get a white level resist ring back that can be upgraded. Low on scrolls of wisdom? Pick up and sell some white level items (though the scrolls seem to drop in excess the higher you go in level).
Every item you pick up will sell to a vendor and produce specific items. It seems haphazard until you learn what trades for what. Nearly every item in the game has a deliberate and measured reason for its existence. Specific combinations or specific properties on items will produce Alchemy Shards - the crapshoot is in having the particular items drop, but given the genre that's pretty much par for the course.
Remember the Horadric Cube from D2? Selling items to NPCs is a lot like that.