I've got a lot I want to say on the topic, I could probably write an entire book on it, but a full decade of it's honestly left me able to predict the counter arguments word-for-word, spelling errors and inability to read past three sentences included. So I'll just focus on one topic.
From the ground-up you'll notice the game has these game design issues that I call "design pitfalls" that, even beyond the topic of 'how fun is it to do this content', has to do with being punished by systems without
knowing you're being punished by them until you've already made the mistake of not knowing how the game works ahead of time. One of the ones that I care about the most is that even before you get into the game, the races already present massive game design pitfalls. We're told it's a game without classes and that it's a single-character system so we have to dedicated a lot of time and effort to one character. We're told we can respec if we don't end up liking a choice... except we
can't. Someone may understandably want to play
a Viking-themed shaman/seer and make some Kallardian witch, only to be slapped in the face with the reality that because of a Kallard's stat limitations on magic-based stats, they're not actually effective mages at all and have 76 INT (same as a Thursar/Kallard, implying that they have the same INT as a Risar), while the highest cap for human INT, Tindremenes, is 104 INT. If my math is right, then Kallards have somewhere between 1/4 and 1/3 less INT than a Tindremene. That is
huge.
Henrik's mentioned changing clades, which if I'm being honest doesn't sound like a graceful solution. The obvious answer, to me, is to just make race choice not lock you into certain playstyles. I've been suggesting since MO1 to give vastly different stat leveling rates to different races to reflect
inclinations, but allowing everyone to hit the same stat caps. Maybe a Kallard spends 2+ weeks to train up their INT doing the same thing as an Alvarin, who it takes 3-4 days for. If the player is willing to put in that work to respec, and if they can only play one character, and if they may have spent hours and hours customizing their appearance with this new face customization system and unlocking various achievements, titles, scars, furniture, skilling up their professions, etc. Why not just let them play a mage if they decide they want to? What's the reason for keeping it locked, aside from players being able to say 'Oh if you're 2/4 Sard 1/4 Tind 1/4 Khur you have the perfect stats for X build'? There's absolutely nothing in lore that says Kallards aren't effective mages, and in fact to the contrary there's actually a powerful Kallardian shaman named and described who was so powerful that she created unnatural winds to quickly escape with an entire trade fleet she'd stolen. Mats has also specified that, for instance, Thursar aren't actually any dumber than Humans, and that Khurites aren't actually
born as naturally better horse riders, they just have stats to reflect their culture.
If the issue is believability (like seeing an extremely fast Oghmir) then go the 'hard limitations' path instead of all of this fiddling with numbers.
- Lock Oghmir max running speed below a certain number and give them something else in return, but otherwise leave things open for them.
- Make Alvarin take more damage from physical attacks and give them something else in return, but otherwise leave things open for them.
And as for Thursar, who aren't supposed to be able to cast magic at all in the lore (aside from some mentioned rare shamanistic abilities)? IMO an actual fun solution that'd really add an extremely unique gaming experience would be to lock them from learning magic skills entirely and give the players a pop-up they have to confirm to select Thursar, acknowledging that Thursar can't cast magic aside from some abilities that aren't out yet. If they can still respec into literally anything else, then players who don't have any interest in magic will still sometimes pick them. Yes, that dedication will make them rarer, but they're supposed to be a very rare race because they're (almost) all sterile. It can be countered by giving them abilities/content other races can't access, like once they gain positive standing with Risar they're able to enter the Risar camps dotted across the map and use some for storage, respawning, crafting, tasks, vendors—and maybe even eventually in-town housing like other towns will have. (And in other regions this could be expanded to be camps of Thursar bandits). On top of that they could be given something like unique unarmed combat damage scaling (could be described as 'sharp claws'), which essentially allows them to roll out of respawning and able to do enough damage to kill weak PvE enemies like walking dead and scoundrels without any equipment.
My point is, there are more graceful (and potentially even more
fun) solutions than just adding a system to adapt to the flaws of another system that doesn't actually solve the baseline problem of new players rolling a race and being told they have to change.
And it all potentially has to do with the things you said in the OP, imo.