I think it really depends on what you want to do.I love this idea, [MENTION=20323]Quickleaf[/MENTION]. I'd replace the word 'Inspiration' with 'Fate' thereby tying in the 2e idea of invoking the power of Fate without having to add a whole new mechanic.
So I'm pitching Al-Qadim to my playgroup this Friday and have been working on a PowerPoint covering the main ideas behind the campaign as well as the special considerations used in character creation.
In homage to the importance of character kits in the original edition, I'm going to suggest my players start by picking a specialized background first followed by a limited choice of class, race, etc. respective to their background. For instance, a character who had chosen the Desert Rider (background) would be required to be a Fighter, Ranger, or Rogue from an Al-Badian society. Each background would include a unique Fate (Inspiration) ability befitting the role.
Do do you guys think this would be too limiting or complicated? I'm wanting to emphasize the importance of role playing and help immerse my players into the uniqueness of Zakhara.
If you want the feel of the setting, then I think the strategy is to throw in a few quick high level adjustments plus some broad hooks to get the players into the game.
Then you figure out what sort of chracters your players might be wanting to play in concept and build off of those. No need to build rules for the Sha'ir if absolutely no one is interested in playing a genie wizard.
If, on the other hand, you want to bring in more of the original game (which I think 5e is suited for in a way the last two editions were not) then you probably do need to be more kit focused.