Maybe this is a bit more work, but...
Jump on the starting package bandwagon. basically, already define the skills and feats a character is going to have. For example...
FIGHTER:
HD d10
BAB: Best
Saves: Fort Good, Ref/Will Poor
Weapons: All allowed
Armor: Any + Shield
Skills: Jump, Ride, Swim, (level +3)
Feats: 1.) Weapon Focus (PC choice), 2.) Cleave 4.) Weapon Specialization (PC Choice), 6.) Blind-Fight 8.) Endurance 10.) Fighter Option 1 (Point Blank Shot, Imp Disarm, Trip, Sunder, or Bull Rush) 12.) Imp Weapon Focus 14.) Fighter Option 2 (choice), 16.) Imp Weapon Specialization, 18.) Fighter Option 3. 20.) Whirlwind Atk.
THIEF:
HD: d6
BAB: Average
Saves: For/Will Poor, Ref Good
Wpns: Any simple weapon + light one handed, plus bows
Armor: Light
Skills: Sleight of Hand, Open Lock, Search, Disable Device, Hide, Move Silent, Climb, Listen, Spot
Feats: 1.) Improved Init, 3.) Dodge 6.) Skill Focus 9.) Wpn Finesse 12.) Rogue Option 1 (Crippling Strike, Use Magic Device, Evasion, Opportunist), 15.) Rogue Option 2. 18.) Rogue Option 3
Special: UCD (never loose dex mod to AC), Sneak Attack (flanking does 1d6/4 lvls)
WIZARD:
HD d4
BAB: Poor
Saves: Will Good, Fort/Ref Poor
Wpns: Simple
Armor: None
Skills: Concentration, Knowledge: Spells, Alchemy
Feats: 1.) Combat Casting 3.) Spell Focus 6.) Greater Spell Focus 9.) Create Magic Item 12.) Spell Penetration 15.) Greater Spell Penetration 18.) Augment Summoning
Spells: As wizard, no bonus spells
PRIEST:
HD: d8
BAB: Average
Saves: Fort/Will Good, Ref Poor
Wpns: Simple
Armor: any
Skills: Know: religion, Diplomacy, Sense Motive
Feats: Wpn Focus (deities), 3.) Extra Turning 6.) Imp. Turning 9.) Iron Will 12.) Create Magic Item, 15.) Combat Casting, 18.) Leadership
Spells: as cleric, no domains, spontaneous cures
Turn Undead: as text
just some examples to think about.