All of that is true. But for a player's guide, the point is to suggest the best and most on-theme options, to encourage players to make choices that fit well with the campaign. Time spent justifying and/or explaining while non-themed choices can be made to work is not really a good use of Player's Guide words; that's better served via chats with the GM or, of course, on the boards themselves. Just want folks to keep perspective on what a Player's Guide's point and goal is.
Well said James.
In my experience, one of the most critical points of the campaign is the pre-planning, and one of the most important parts of that is the idea of the party, how it sees itself, the feel of the party dynamic, etc.
If you can get the right idea/feel from the beginning, you are well on your way to a successful campaign in my book.