Instead of taking control away from the player, design the early game so that it can be accomplished via either a more basic path but still reward higher-skill via some shortcuts.
I'm reminded of the first or second time trial in ME1. You had to climb up a rotating staircase. When that level was in the campaign, I just ran up the stairs. However, to get stars in the time trial, you had to find ways to shave time off, including wall-jumping to the next level instead of using the stairs.
But, if you lock away basic skills (like quick-turn), you can't wall-jump up from floor to floor. You're forced to use the stairs. It's unnecessary handholding for the more experienced player.
The learning curve should be mostly due to clever level design, not to an artificial xp system. Use the xp system to unlock superhuman skills if need be, not basic ones.
I hate it just as much when a shooter-RPG locks away half-competent aiming behind its xp system.