Mercule
Adventurer
This, IMO, is a great way to show what I'd like to see. Not that I agree with the numbers, but the general structure. For me, it'd be:70%: Core competence. Everyone has this.
0%-15%: Class competence. This is added to core competence based on your class.
0%-15%: Discretionary competence. This is assigned by the player using feats, skills, and so forth.
40% core. No one should have to pick their nose during a fight or just watch the rogue explore for an hour, but I'm okay (in favor of) having a pretty big spread.
35-40% class. At it's core, D&D is a class-based system. IMO, the class chosen should have a huge impact on play, well above any other choice or combination of choices, ever.
10% race. I think race should be a meaningful choice and not just fluff. Halfling barbarians shouldn't be able to dish out as much damage as half-orcs, but they should bring other things to the table that may or may not have synergy with your class.
10-15% discretionary. D&D is not a point-buy system and should not be turned into one. Adding some range to characters and the ability to play somewhat against type is a good thing. Plus, there really are abilities that exist outside of the class structure.
Note: The variance in "class" and "discretionary" depend on how you want to handle feats vs. selectable class abilities. Which bucket do weapon specialization, combat styles, reserve feats, turn undead, etc. go into?