Humans should be really basic and open-ended, and I think that’s what I’ve ended up with. It makes sense to offer at least one choice that represents a very well-rounded, middle-of-the-road type of character.
I gave some thought to letting them just be a blank slate, but in the end I couldn’t let Felmoorish humans go without something that sets them apart from other fantasy humans: something unique and appropriate to the specific world they live in. So, they do have a lore-appropriate perk and a lore-appropriate flaw. Humans are planestrange, like the Ramaki, and most of what makes them unique stems from that.
Humans have a perk that lets them ignore material components for spellcasting, like the Mountain Quyg; just another way players can work around those rules if they choose to.