That and game may not get to level 12.
And even if it does, hell even if it hits 20, the difference is there for
more than half the campaign. One character had to catch up to the other. That is either as it should be, or not, but pretending that it isn't the case is just weird and unhelpful, and I can't think of any good reason why some folks keep doing it.
I can only speak for myself, but I don't project the real world into my fantasy gaming,
Neither do the people who dislike races being inherently better at certain things than other races.
Now do Spartans and Athenians.
Or Norfolk military tradition and New York Bohemian tradition.
Or New York low-class and New York high-rollers.
Or Jocks and Nerds.
Social groups at any level, be they tribes, villages, city-states, or nations are not mono-cultures. If you go into this assuming that they are, of course you'll get weird results.
This is why I like Agrarian vs Urban, and maybe even most specific than that. The people of the State of New York are made up of a dozen cultures, even before we take into account the different ethno-cultural and national backgrounds of the citizens of that state.
Greeks and Norse might not be that different overall (an arguable claim, especially depending on the time), but Greek farmers and shephards were certainly different from Athenian Urbanites in meaningful ways that DnD likes to represent with numbers.
Maybe instead of 'culture' we could call it 'Upbringing'? Some current background sorta bleed into that so we'd have to change them so backgrounds are more profession-like.
One of the Upbringings in my game is "Secluded House of The Wise". You grew up in a community or single home secluded from the mainstream culture of your time and place, amongst folk who know the truth of the Nine Worlds, and are thus counted amongst the Wise. Nearly all such communities are near enough to mainstream communities that you will have had contact with regular folk, and are practiced in keeping your secrets from them.
I won't go into the mechanical benefits too much, but basically it gives you a set of IIRC 4 Contacts to choose from (you start with 4 total, chosen from your Upbringing, Occupation, Archetype, or created whole cloth by you and your GM), including things like Small Town Official, Wise Mentor, Friend Who Knows People, etc. It also gives 2 skill ranks (Con, which is the lying skill, and Investigation), and you begin with Knowledge regarding 2 factions or people-groups known to The Wise (so, the Alfar of your region, or The Benedanti, for instance).
I haven't decided yet, if Upbringing will raise one of your Ability Score Pools, but it probably will, along with Ancestry, Occupation, and Archetype.