In response to Markaela, I like both linear and non-linear RPGs, so long as both can be compelling. Fallout was pretty non-linear and was very compelling, Morrowind was non-linear and was not so much so. KOTOR is linear and compelling, Icewind Dale, not so much.
The problem is that when you make a non-linear RPG you need to account for many, many possible variables to make things meaningful. You'll want a human character to have a vastly different experience than a twi'lek character or a wookie character. One of the ways you can do this is through writing out different gameplay arcs and experiences for each of them. For example, in Vampire: The Masquerade, nosferatu characters had to go about the game in a different way because humans wouldn't speak to them, etc. This is time-consuming but ultimately rewarding if it's done right. Another way is to reduce character interaction to numerals so that the difference between different PCs can be easily calculated, as Oblivion does. A shopkeeper would like an orc character less than an elf character, not because the shopkeeper has any reason or pathos behind not liking orcs and liking elves, but because orcs have lower personality scores than elves do. The fact that you were an orc had no bearing on the game whatsoever other than that. And even all that didn't matter, because you could bribe any NPC into liking you. That's the antithesis of RPG character interaction. If you're going to put choice into an RPG, why make those choices arbitrary?
So that's the reason why making race and other ships and such non-choices is a sound idea. OE will either have to spend months making those changes meaningful, or make them completely meaningless. personally, I'd like to just see more in-game difference between consulars and guardians and sentinels, instead of them all just being general Jedi with different abilities. Add in some class-specific quests and story arcs, like in BG2. Maybe a guardian can command a defending army. Maybe a consular can advise a king in vital decisions. Maybe a sentinel can go out and investigate a hidden threat to a town. I'd much rather have these kinds of concrete differences in a game, rather than arbitrary race.
I think Gamespot and places like that have strategy guides up the day of a game's release, if not within the week. Oblivion shipped with a strategy guide.
And as for Jedi and Sith within the game, I think it would be much more interesting if instead of giving the protagonist the choice not to be a jedi, you make the primary antagonist a non-force user, someone who is powerful (and threatening) for some reason other than mastery of the force.