To counter this, developers are minimizing bandwidth requirements, and engineering the client-server relationship in such a way that you shouldn't notice lag when it does occur. Most players will enjoy the freedom they have to create a player from scratch, not burdened by preset restrictions. Even if you select from one of the above classes, you are still free to make changes. How you configure these options is purely up to you. It's a bit of a twist from traditional RPGs, which feature characters such as dwarves and elves.
Developers counter that the different heritage groups act as an alternative.
Each ancestry has their own history and traditions, but they do not restrict the player in anyway. The biggest downside of oping for ancestries instead of different races, though, is the resulting effect that all characters have the same body. By killing creatures, you gain experience that you are then free to immediately spend on increasing your player's statistics. Levels act mainly as a guidepost, simply letting others know how much experience you've had to spend on increasing your attributes. You get a few bonus experience points when you hit a new level, a few training credits that let you add new skills and a little light show.