Gradine
🏳️⚧️ (she/her) 🇵🇸
You do run the risk of "analysis paralysis" as well as the dreaded "trap" options the more and more choice points you introduce to character building and development. The most important step would be to make all three pillars of the game serve equal importance and therefore maintain relatively similar levels of complexity. Class level options can thus be granulated so that each level provides benefits to one of the three pillars. For instance, at level 2, the Ranger has a handful of class options to choose from, but each of them apply to the exploration pillar. In this way, you don't have to feel like you're giving up combat effectiveness in order to improve in what optimizers would otherwise consider less important aspects of the game.