It seems like I need to adjust my understanding of the 5e rules. I didn't realize the level of diversity the backgrounds offered. It seems like the background defines the character more than the class now. thanks for the input.
I would not say more but I would say they can be
just as important or not important at all. My Warlock scout would not have Stealth or proficiency with thieves' tools with out a background. I had the options of Criminal, Urban Bounty Hunter, or Urchin to be functional act as a scout. Just like for your character thieves' tools are generally the "lock smith tools" where tinker's tools are us commonly the "gadget building tools" so as a Dwarf the
background House Agent (Kundarak, dwarf house) with thieves tools and tinker’s tools proficiencies seems like a great fit however you could get by with anything that has thieves tools. All the ones I listed above but also Clan Crafter, Folk Hero, Guild Artisan / Guild Merchant, Uthgardt Tribe Member, House Agent (Medani, half-elven house) or House Agent (Tharashk, human and half-orc house).
But you can always make your own background PHB p126 "Customizing a Background" select a back ground feature then "choose any two skills, and choose a total of two tool proficiencies or languages from the sample backgrounds." Then the equipment/gold form a background. So instead of Guild Artisan you could have "Lock and Trap Master" as a background then select proficiencies in investigation, perceptions, thieves tools, and tinkers tools.
Custom Background is at the top on D&D Beyond if your using that.
I would also say races provide a lot of backstory options now. There are a lot more sub-race diversity than in previous editions now that they added the house races with Wayfinder's Guide to Eberron. That said, Human Variant's feat selection allows for the most variety which is why its the number one race pick. I used it to give my Warlock scout proficiency in perception (variant provides one skill) then prodigy survival + Expertise in perception, with warlock investigation and the previously mentioned stealth and thieves tools from urchin background I mentioned earlier, I had all the bases covered for a scout in a typically non-scout class. It just so happens
Mark of warding dwarf race has House Kundarak (a dwarf house) with smith tools proficiency + "
Master of Locks" ability which by chance makes a perfect fit for your stated goals. If you wanted to make a human lock smith, the human variant option would allow for skilled or prodigy feats to help you with that as well.
… Unfortunately, Some concepts are harder than others. Sure you could make an elf locksmith using a custom back ground but if you wanted a "fleeing apprentice" who was not trained enough to continue as wizard hiding for survival so playing as a rogue on the lamb as the class for example, the only race that really supports that would be human variant with magic initiate or ritual caster(wizard) feats.
I wish they would make a variant option for all the races that allowed for a feat selection.
Example:
Dwarf +1 con, 60ft Darkvision, Dwarven Resilience aka Poison resistance, Common and Dwarvish, Stonecunning and subclass features they could select a one feat of their choice. You can also claim a another dwarf subrace for story reasons. This still might make it better than human variant because darkvision and poision resistance are things it can't achieve and your getting at the cost of one +1 to a stat and on skill proficiency, but only getting +1 to con (which is universally useful) means if your point buy you don't get two 16 stats at level 1 making it less versatile for players who HAVE to have that 16 combat stat, so I suspect we would see both. Of course you have to reduce the +2 con to +1 because they could take a feat that adds +1 constitution and start with a 18 con on point buy which does seem a bit broken. At any rate this is just and example.
For comparison:
Human variant is +1 to two stats of your choice, one skill proficiency of your choice, and one feat of your choice.