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...the thought occurs to me to lean into the idea that different roles (i.e. classes) could feel mechanically very different to play. Keep the outcomes consistent, but have a big diversity of play styles for making stuff happen.

Even to the point of having different physical equipment. The Western-flavored Sharpshooters use a deck of cards. The tanky and tactical Cavaliers get (small simplified) chessboards. Summoners bring in a figurine (plastic, plush, whatever works) to stand in for their pet's turn at the table. This sounds both fun to design and extremely weird to watch, and those are good design goals as long as it results in a workable game.

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