Oh ok, so if a character were to have an established background that you could chose to work away from or stick to, that would be the foundation you're looking for? Like the fact that you can either pursue a relationship with Triss or continue the one you'd forgotten you had with Yennefer. As long as you have some sort of bio to inform you of what the character was or could be?
Can I ask how you would like race to play into the story? I believe what you're saying is that the race of you character is pretty much made moot by that fact that the organization you're part of or mission that you're are tasked with completing becomes a bigger issue then what you look like (something I think is actually pretty cool because it puts into perspective how important your mission/the mission of the organization is). As I understand it, being human in Mass Effect was of significance because you were a human among aliens, if the protagonist was in a similar situation where they were constantly out of their element because of the their race would that be something you enjoyed more?
I'm not sure how one plays with a head cannon... I just think that instead of trying to deter BioWare form making games with multiple race options because "its too hard" or "not in their tool belt" we could have more of a positive mindset and look at improving things intent of scraping them.
This doesn't necessarily have to be a codex entry, in fact I wouldn't be in favor of that. I just want the "realism" of the character to be expressed and represented in the game. My issue with the HoF and Inquisitor is I never felt like I had a voice or a say in anything. There was this disconnect because I wasn't naturally engaging in the world in a way that seemed believable. With Geralt in Shepard, they are crafted to an extent via the story, but you have control to shift and define them on a more intimate level.
I like how CDPR has tied Triss, Yennefer, and Geralt into this awkward love triangle. For those who haven't read the novels, they've only had exposure to Triss, even though Yennefer is Geralt's true love. So the fact that the player will be able to shape and determine Geralt's relationship going forward is the type of character depth yet player control that I believe leads to a perfect balance of the two.
Elves or mages generally aren't "adored" in many parts of Thedas. I'd like to see this represented in a variety of ways, through dialogue, branching choices, even combat. To give an idea, I believe it would be interesting if NPCs had a disposition system similar to Oblivion. How they feel about you and whether they like or dislike you would be based on a variety of characteristics: gender, race, class, reputation, etc.
So, if you are a blood mage elf who doesn't have a lot of respect or regard for others, I believe the game should reflect that. At the same time, if you are say a follower of the Chantry and dedicate your life to sacrifice and service, certain groups should think highly of you. We can call this a "reactivity" system of sorts. This is something BioWare games have largely struggled without, even in the case of their choices. I shouldn't just be making choices and things happen as a result. The world should react to what I do, who I am, and what I represent. Does that make sense?
I'm all for ideas as long as it doesn't adversely affect the story. As I stated above, in order to really make multi-race selection more meaningful, I believe a reactive world and intelligent AI would help solve the issue. BioWare worlds are generally rather static and unchanging. It's only through dialogue and cinematics with major plot points that things really change. Since it appears BioWare is going in the direction of a more open world experience with DAI and now the next Mass Effect, they could take some cues from BGS, Rockstar, and a few others have to breathe life into the world (not just clicking on collectibles) that is not only interesting but grounds your character in that place.