This game ... has a little less "player choice" when it comes to player design.
Another way to put that is that is has *more* choice, because you're limited by imagination not how many feats, etc. are in the book(s).
This echoes something I noticed in Pathfinder, 4e, etc - that when everything has a rule, people only look at what they are allowed to do within the rules. Players look at the list of feats and powers then shrug if it doesn't work in the particular situation. Taking those out opens up quite a bit of creativity for the player. Then you can reward it with die steps or bonuses, and it is just as good as a feat but more flexible.
SILAS, L, Ostler, S14, A13, S12, P11, I14, L5, AC11, HP3, Staff +1 1d4+1, Init 1, R +1, F0, W0, 10' Chain, Bridle, Path of the bear (Melee damage rolls), Com +1
PERCIVAL, N, Halfling dyer, S12, A10, S9, P13, I6, L12, AC10, HP2, Staff +0 1d4, Init 0, R0, F0, W+1, Small sack, 3 yards fabric, Righteous heart (Turn unholy checks), Com
DERVOS, N, Corn Farmer, S13, A8, S8, P12, I13, L13, AC9, HP 1, Pitchfork +1 1d8+2, Init -1, R-1, F-1, W0, Waterskin, hen, Path of the bear (Melee damage rolls) (+1) Com +1
EIBUR, C, Potato Farmer, S8, A7, S12, P11, I13, L7, AC 9, HP 2, Pitchfork -1 1d8-1, Init -1, R-1, F0, W0, Torch, Goat, Struck by lightning (Reflex saving throws) Com +1