Unlocking Archetype Talents
How far do you think it's okay to remove archetype prerequisites for talents and equipment?
To clarify, I'm planning to run this system in a setting other than fantasy, which is why this question came up. I'm wondering whether these restrictions actually affect game balance, or if they're mostly there for thematic reasons.
For example, would it be a balance issue to let an Orc use and forge UR-Gold runes, allow a Human to use Kharadron equipment and talents, or even let an Aelf take talents from an Ossiarch Bonereaper archetype?
At what point do you think these limitations stop being about mechanically balancing the game and become primarily a way of defining and reinforcing each archetype's identity within the setting?