I think this is one of the problems of where we are at the moment in terms of class design space. There is a definite zeitgeist going on about different classes that, if you don't like the current thinking, aren't going to be fun. And then we have games like Draw Steel where you go against that wisdom and make more niche classes ... and get the problem of "I can't make <character x> that would seem a common trope."
I sympathize with it, but I think it's a design issue with class systems in general. A system like Hero, or GURPS, or Savage Worlds ... they could do what you want, but have their own baggage of being generic as a result.
But since this is a + thread: I tend to look at a system to find a specific character idea that I can make work within the confines of that system. I think Daggerheart is a breath of fresh air because it has some design choices that are very deliberately creating a style of game. It has it's view of gaming that seems very current. But I'm going to acknowledge that it's going to rub some people the wrong way. And a few years from now, when the culture has shifted? Don't know.