steeldragons
Steeliest of the dragons
I would also note, as in the OP dwarf example, that classes that may be "common" or "preferred" in certain race cultures, but are still themselves "rare" classes, would still to my mind/games be "rare."
So, for example and the sake of comparing to the OP, for a Dwarf in my setting, in a 5e game:
Dwarf
Preferred: Fighter (Champion), Fighter (Battlemaster), Cleric
Common, as "Acceptable within the Culture": Ranger, Bard, Paladin (though the last two are both "rare classes" overall.)
[Un?]Common, as "Easily Found/Doable but not Accepted, if not actively discouraged, within the Culture": Rogue (Thief) while stealing is still unlawful and viewed as dishonorable, it is something that dwarves can "commonly"/easily be, Rogue (Assassin)
Rare, as "May or May Not be Accepted within the Culture, but low numerically/by population and/or Very Unusual/Outside the norm": Anything using Arcane Magic, Druids, Monks.
Barbarian is a Human-only culture [or Half-Elves or Half-Orcs from that culture, the latter far more common than the former] in my setting.
Elf, for further comparison/example:
Preferred: Fighter (Battlemaster), Fighter (Eldritch Knight), Wizard (Enchanter, Abjurist, Illusionist, Diviner), Ranger
Common, as "Acceptable within the Culture": Druid, Rogue (Arcane Trickster), Fighter (Champion), Wizard (Transmuter, Evoker), and Bard (rare overall.),
[Un?]Common, as "Easily Found/Doable but not Accepted, if not actively discouraged, within the Culture": Rogue (Thief), Rogue (Assassin), Warlocks, Wizards (Conjurer)
Rare, as "May or May Not be Accepted within the Culture, but low numerically/by population, Very Unusual/Outside the norm": Monks, Wizard (Necromancer).
Barbarians, see above.
So really, it's not necessarily that you need to separate things out by race, with any mechanical consequences, but by culture within a setting for flavor.
Of course, that is all dependent on where on the [very wide] spectrum one falls on "Importance of Flavor <> Importance of Mechanics."
So, for example and the sake of comparing to the OP, for a Dwarf in my setting, in a 5e game:
Dwarf
Preferred: Fighter (Champion), Fighter (Battlemaster), Cleric
Common, as "Acceptable within the Culture": Ranger, Bard, Paladin (though the last two are both "rare classes" overall.)
[Un?]Common, as "Easily Found/Doable but not Accepted, if not actively discouraged, within the Culture": Rogue (Thief) while stealing is still unlawful and viewed as dishonorable, it is something that dwarves can "commonly"/easily be, Rogue (Assassin)
Rare, as "May or May Not be Accepted within the Culture, but low numerically/by population and/or Very Unusual/Outside the norm": Anything using Arcane Magic, Druids, Monks.
Barbarian is a Human-only culture [or Half-Elves or Half-Orcs from that culture, the latter far more common than the former] in my setting.
Elf, for further comparison/example:
Preferred: Fighter (Battlemaster), Fighter (Eldritch Knight), Wizard (Enchanter, Abjurist, Illusionist, Diviner), Ranger
Common, as "Acceptable within the Culture": Druid, Rogue (Arcane Trickster), Fighter (Champion), Wizard (Transmuter, Evoker), and Bard (rare overall.),
[Un?]Common, as "Easily Found/Doable but not Accepted, if not actively discouraged, within the Culture": Rogue (Thief), Rogue (Assassin), Warlocks, Wizards (Conjurer)
Rare, as "May or May Not be Accepted within the Culture, but low numerically/by population, Very Unusual/Outside the norm": Monks, Wizard (Necromancer).
Barbarians, see above.
So really, it's not necessarily that you need to separate things out by race, with any mechanical consequences, but by culture within a setting for flavor.
Of course, that is all dependent on where on the [very wide] spectrum one falls on "Importance of Flavor <> Importance of Mechanics."