My solution is homebrew.

You like X and Y... and you have a character concept that embodies that... cool. And it isn't overpowered... OK, lets make that work. But why X and Y? I mean if they are good because they are the closest to what you want on your chracter, then why not design abilities EVEN CLOSER to your ideal.

If you are going to change things to give players a better experience, then just do it and do it in a way that makes that experience as good as possible.


Building a whole general rules edifice to support a single character concept is overkill and just plain hard when you can get better results with a bespoke solution. I also find that if you create general rules, people will abuse them and puh their limits whereas if you give people no rules, then they tend to confine themselves to what is reasonable.