I also feel race should not advance with level, at least not very much. To me it seems too gamist if characters advance racially. How does a character's race change as the story develops?
I could understand this logic for otherworldly races, but for standard human/demi-humans, this just doesn't make any kind of sense to me outside of being a game element. Perhaps racial advancement could be a feature for an optional race, but it doesn't set well with me for dwarves, elves, halflings, and humans...
At first level I think the importance split should be 1/3 each for Race, Class, and Theme. Every level thereafter, a character's race should mechanically become less and less important, and really only server to flavor an adventurer's future career, not define it.
Something I'd also like to mention... I don't want themes to merely be backgrounds. Themes should be what the word implies, a theme for that character: What
kind of cleric/fighter/magic-user/rogue are they?
A fighter who wants to be a tracker and a scout could choose the Ranger theme or maybe select the Knight theme if they want to be an honorable defender of the people. A magic-user who wants to become a master of arcane spell casting might choose the Wizard theme, or maybe they want to combine sword and sorcery as a Sword-mage. A cleric who want's to be a paragon of truth and justice might choose the Paladin theme, or they might instead choose the Priest theme to focus on channeling the divine power of their deity. A rogue might choose the swashbuckling Corsair theme, or perhaps the seedy Thief theme.
I would like to see
class determining the basic mechanic a character uses for combat, interaction, and exploration. But a character's
theme would define how those abilities develop as they advance. Multi-classing would be replaced by multi-themed characters.
