From the OP, it looks like the main problem here is that all the focus is on things that are on the macro-scale.
The problem is that things on the macro-scale tend to just plain never get used, especially if they are far too numerous.
I cannot think of any reason one could ever legitimately need 90 deities. Outside of Forgotten Realms where people just randomly made up new deities on the fly and they were all canonized leading to a complete mess, I don't think any official D&D worlds have that many.
You certainly are never going to be able to bring them all up in gameplay. You can't very well have functional religions for all of them in every conceivable city. And, more so, undoubtedly there are going to be ones that just blend together as it will be impossible to keep them all distinct-- especially without the spotlight to develop them.
It would be so much better for a world you expect a story to take place in to focus on only a small handful of "major" deities with perhaps a note that there are many different minor deities that are generally aligned with one of the bigger ones.
You write that you have decided how the planes work... but why?
At the moment you don't know who your protagonists are, you haven't decided what the factions are... nothing could possibly matter less than what planes there are or how they work.
What happens if you get a good character concept and it conflicts with your ideas on these things? You are either going to have to reject the character on the basis that you fixated on and locked yourself into a concept of the universe that precludes the idea even though those ideas are likely never going to come up in actual gameplay.
You also seem to have concocted a ton of subraces. While it may seem like this is increasing the options, it can serve to do the exact opposite. The reason for this is because when you have a only a couple races, then really there are only a handful of differences that set the races apart. So long as those differences exist, one can be considered a member of that race regardless of what other characteristics they have.
But the more and more subraces that get tossed in, the more and more you nail down and dictate what characteristics an individual has to have to be that subrace.
You have to have this skin color, you have to have this hair color, you have to have this eye color, you have to be this height, you have to be this build, you have to wear these clothes, you have to have this outlook on life, you have to have this moral code, you have to be this religion, you have to have this personality.... otherwise you don't quite match up to this particular subrace and you certainly can't mix and match traits from different subraces.
Imagine instead, if you will, a system in which there are no subraces. Where High Elf, Wood Elf and Drow are all considered perfectly fine as various cultures one could find among the singular race called Elves. And not just these extremes, but any given tribe/village/enclave of elves could express any given mixture of these characteristics. In fact, even within the most pure Drow society you'll have weird 'back to nature' hippies and in High Elf society it wouldn't be a shock to find a backstabbing social ladder climber as evil as any Drow.
Simply by erasing the mechanical constraints that dictate things nearly to the point that every member of any given subrace comes off the assembly line nearly a clone, you instead can create quite a bit more depth simply by allowing for the idea that while you may have these extremely different cultures among the race, not every member within the cultures strictly adheres to all these various different traits associated with the culture and might be a bit more like the people in the other cultures. And most certainly you can't take one glance at a person's skin color and deem them "good" or "evil" without needing to consider things further.
The other trap people fall into when creating way too many races, something I have seen again and again with every fantasy world that receives further development past its initial concept and adds more races into the mix....
Are these races actually even part of the world?
Here is where D&D royally screws up...
There are humanoids that one encounters constantly. To the point that if your party waked off in a random direction, it would be weird if you didn't run into them sooner or later.
Let's say.. Kobolds for example.
They are part of the world. An integral part of the world. They live everywhere, everyone knows who they are, there are thousands of them. The adventurers are likely to spend more time interacting with them, exploring their homes and seeing their culture up-close than they are ever likely to do with the elf, dwarf or halfling culture. Any development that is given to them can only serve to give more context and depth to all previous encounters with them.
So, is this race given development options, are players allowed to take on the skin of these people and understand what makes them tick and express that as part of the on-going story?
Well... no... because "dey's monstahs". The typical Grognard garbage.
So, what do we get instead? Well, as the designers generally have their heads so far stuck up their asses, they grab the only thing they can see. Their own personal hot, steaming pile of poop and drop it on the table.
Call it "Catfolk" or "Dragonborn" or "Deva" or "Goliath" or "Shifter" or "Shardmind" or "Wilden" or "Kalashtar" or "Revenant" or any number of the other special snowflake races that were introduced directly into the story as a PC race and have never once been anything but that and that alone.
No one in any game world has ever seen this thing before-- and they are never going to see it again. Not unless it is specifically a PC or some super special NPC that deserves all the attention. They will never appear as villains, they have no particular overall culture or goals or motivation-- after all, the number of members of this race that will ever appear within the story can be counted on your fingers. Any development is a complete waste of effort because there is no culture of hundreds of nameless level 0 NPCs of this race that need some general defining characteristics.
And that is why every race introduced into D&D is an absolute stinking garbage fire.
So avoid that. Look at your list of races and seriously ask yourself...
Is this a race that the PCs are ever likely to encounter? Is this something that I would describe there being a group of? Would it be fine to include one of these sitting in a tavern or other social setting without any need of giving it a name? Could the PCs come into conflict, either social or physical, with this race without having to be "evil" aligned or this race having to be wildly mischaracterized? Does the race allow for a wide range of physical and personality characteristics while still having some core characteristics that define it?
If you said "no" to any of these, cross the thing off the race list. It doesn't belong there. Make it some unique monster to be encountered somewhere.
Also, whatever the most likely sentient humanoids that PCs are likely to be fighting, particularly if they have comparable size to PCs... those are races. Think of them as such. Develop them as such. Whenever you think of a cool feat or special class to give to one of the generally "good guy" races, come up with a cool feat or class for one of the "bad guy" races, even if the PCs aren't encouraged to play them, having a villain being able to do something cool means the game will feel less like a bunch of guys beating up a punching bag and instead like they are actually being engaged.
Finally, the biggest mistake I see you making here is the last thing...
You are outright refusing to develop the actual things that the players will encounter from session 1 while spending all your time and effort developing things that they are very likely to never actually see.
Figure out where your adventure is going to be starting. Name the place. Create some NPCs in that initial town or city that the PCs are likely to encounter right away. Decide on the size of this community, decide on the struggles and threats to this community, decide what allegiances the community has and who their major allies or enemies are. Decide on what major resources the city relies on and how they get those resources-- think lakes, rivers, woods, mines, etc.. Decide where the roads that lead out of the town go to. Decide on what the local religions and superstitions and customs and holidays are.
Think of a few historical events that affected the local area that support the theme you want to express with the game. You don't need the full history-- it is often better to stick additional events in there when you think of them and leave plenty of room for such things.
In terms of the people-- if there are different races, kind of figure out why there are multiple races. If they all live in the same general area, right on top of one another, why haven't they entirely wiped one another out or interbred so thoroughly over the last 10,000s of years that there is still a distinction? How do these interact with one another and why?
Basically, in terms of the game world, you shouldn't be handing your players a packet on how the universe works and the dozens of gods...
Instead, what is necessary is to be able to tell the players where they live, how the people who live there manage to get by, what things happened in the area that likely affected their family's last couple generations, who else lives there and what their people generally think of those other people, what troubles their community and how long has it troubled it and what the hook for the initial reason for them to go out there is and what they should hope to accomplish.