I like how you're basing every game on Bay12 on the cluster of players in RotMG and associated games.
Rather than looking at most of the games.
Besides which, variety for the sake of variety is fairly pointless and uninteresting. I like making character concepts that are unique, yes, but making a character guy because there's no one else who is, rather than because that's part of the character...well...
Actually, I've read quite a lot of games already, not just RotMG. It's just that - screw it, I'm just calling it RMG - RMG has a very high character count compared to most other games and it's the one that I remember the best. You have a point though. Maybe I just haven't been looking hard enough.
I also agree with your second point. However, if you've been paying enough attention - which I'll admit is actually rather difficult what with how clusterfucked the whole topic has become - you'll have noticed that diversity is
part of the reason I made Tano gay. The other part is that... well it's what you said - it's part of his character.
Besides, diversity for diversity's sake
is not necessarily bad. At the very least it prevents things from looking like an episode of Friends.
White people as far as the eye can see.EDIT:
Alright, done my work, time to check up in...
ElfCollaborator's One-Man Multiplayer PbP Game
Featuring ElfCollaborator as your GM and ElfCollaborator as Players 1, 2, 3, 5 ,6 ,7 and 8.
Main ship: ElfCollaborator's Character 1xElfCollaborator's Character 2
The plot: ElfCollaborator has attempted to steal the precinct of the space time continuum for nefarious shipping purposes, so ElfCollaborator and seven other of his allies, all ElfCollaborator, have to win it back from ElfCollaborator.
Sign ups closed. 
Nope, I'm out.
SMURFINGTON! YOU'RE ON! PLEASE RESPOND TO THIS:
The picture's obviously not of a 16 year old. Saying that he just 'looks young' is a bit unrealistic and we can't have unrealistic in a genre where giant robots, giant monsters, aliens, portals, and space colonisation are actual things. Of course, if we're going unrealistic then he might as well stay 15. His official age is 15 now btw. Accept pleeeease?
EDIT: Actually, since the only problem seems to be his age rather than anything else, can I just start playing while leaving his age a grey area until we sort it out?
EDIT2: I'd like to ask how Adaptive Strategy actually works. What's best weapon and damage and best defence? What's to say which of our weapons is our best one? On that note, why use that over Weapon Overclock? What's best defence?
EDIT3: EDIT: Is it possible to change the stats of the mech even after you start playing with it? I ask because I have no idea how good Face God's sword compares to its guns and if it's too powerful I'll want to divert the spare tonnage into armour.
Good lord an EDIT4: Do the damage multipliers work on simple or compound interest? In the following example, the mech is using Weapon overclock (+40% damage) and High Energy Couplings (+30% damage).
Which of the calculations are used:
[DAM] * (1+0.4+0.3)
OR
([DAM]*1.4) * 1.3
I knew I was forgetting something! EDIT5: Do we get to see the rolls/enemy tactics again once we upgrade the mechs? Like do we need a scanner or something? IDEA! The hypothetical Scanner tech route could be unlocked via a quest line. At first, the scanner needs to be used at Melee range to properly get data and calibrate it. Then when the battle is finished, the scientists can use that data to create a Scanner that from that point on would inform the pilot of enemy tactics when in Melee range. A Scanner v2 Prototype that would be able to tell enemy tactics from Close range would require getting data on both Melee range and Close range AND the old Scanner must not be used during the v2 prototype due to prototypical interference or something.