This is the minimum goal that I'll be shooting for during early access. I want to spread my effort across classes, races and gods equally rather than just having tons of classes and minimally fleshed out races/gods.
A significant amount of variety can be achieved by having a character build influenced by race x class x god rather than just having lots of classes.
There should still be a decent amount of variety within a single class/race/god combination due to item and talent drops during the game. This means that repeated runs with say an elven fire mage should be distinct i.e. the character build by the end should be somewhat different each time.
Classes, races and gods should be somewhat orthogonal to each other in powers. There should not be super obvious caster races, melee races etc. Obviously there will be some synergies that work better in general but it shouldn't be as simple as elves are good mages, orcs are good warriors, halflings are good thieves etc.
In the case where there is a race that seems to synergies well with a particular class it should have some mitigating factor that at least makes it still an interesting choice. As an example, consider a caster race that is extremely fragile. Is making an even more fragile caster an obvious choice? Maybe yes, maybe no, but the idea I'm going for is these should not be no-brainer decisions and it should be absolutely possible to figure out neat combinations that are not obvious but actually work really well.
Races will eventually have talents associated with them so that your character gets 1-2 talents based on the race he chose. Some of these talents may be actual usable abilities. For example the frog man race will have a 'tongue pull' as a usable ability. Ogres will have some kind of ground slam, knock back, or stun thing etc.