If I may go back to discussing the ideas presented here in abstract and without putting much stock into them getting implemented (at least in the near future), there are a few points you guys brought up that I find quite interesting.
I never once criticized classes. What I'm criticizing are character creation stat bonuses and class affinities. To the devs, the latter clearly isn't essential to class mechanics since you can freely redistribute your stat points, unrestricted by class affinities, by speaking to trainers.
See, I wasn't aware that the stat redistribution ignores the affinity system entirely. I have always just assumed that it would abide by the same rules and never got around to using it. Instead always relied on doing my best to juggle the affinities before each level up and on never straying too far from what I consider to be the core strengths of my characters - determined mostly by stat affinities provided by their background.
Knowing that you can juggle your stats in any way you want for just 300 hawks and a day of in-game time certainly de-emphasise the importance of affinities quite a bit.
This (changing race to get to certain content and complaining about stat affinities shifting with the race the game recognizes you as) seems more like a "make another character for it" thing rather than trash a core mechanic.
I agree that in the grand scheme of things situations like that are never more than minor inconveniences for the player, and creating a separate character, or even more simply a separate save for experiencing the content in question is a very easy solution.
However I would like to point out that in all other instances the devs went out of their way to avoid tying power to the player character's race. You can't learn to fly if you swap into a winged species, partically or completely; you don't get any unarmed damage potential from having claws or other natural weapons and you get precisely one Power based on your character having them - a sucky one at that. You don't get access to kitsune powers when you look like one and only get them when you let the change get much deeper than skin level, allowing their asshole/magnificent bastard patron deity to suck up your soul.
So in that sense I think racical stat afiinities should go.
If it really is better to have players go to a trainer to shore up weaknesses, and it's does have weight in narrative, then it may be helpful to take choice out of levelups entirely (or even just outside of town). Just gain a set amount of stats per level up, affinities can decide where on probablity. Hint towards it in game to keep players from going the forum (for that anyway).
I'd be completely down with implementing a system of automatically assigning a fixed amount of stats on level up, distributing them based on your character's affinities. This will have an added benefit of creating a choice between keeping the growth even by having your class, background affinities coverdifferent stats and min-maxing by having them all align. Currently you are simply limitng your options by doing the latter without becoming more proficient for it.
Om the other hand any form of Fire Emblem style randomized stats growth (if that is what you were suggesting) is something I hate with a passion, I would stard molding immediately if if any game I love shifted to that model.
But yes, with affinities being so important, the game could do a better job of exposing them. It doesn't even list your affinities when you finish assigning them, or on your character sheet; you'd only find out when you get a new level.
Another good poit. Can't believe I never noticed it, not even when I was specifically examining the various forms of in-game character sheets to see what information was missing.
I'd also add that currently the stat affinities of non-starter races aren't listed anywhere at all. Sticking them somewhere on the race's Codex page seems like a simple solution.