Of course this concept of flexible character types does not only apply to wizards, although it is the most extreme example of being able to break preconceived notions of character types in my opinion. Warriors are also very flexible and you can make whatever you want of them. No need for scores of warrior subtypes. Simply come up with a background of your own. May your warrior was raised in the woods, is very dextrous, and skilled with a bow. You can use that background to make a 'ranger' type without needing extra rules. If your party happens to run out of supplies in the middle of the woods, your warrior's background should allow for a Saving Roll to forage for edible plants and hunt animals more effectively than a city bred warrior.
Rogues are a whole other matter. Rogues are an open book. You can come up with whatever character concept that you like. Yes, I've previously stated that I never thought much of 5th edition rogues as defined in the rulebook, but that does not mean that they cannot be fun characters to play; especially once they get some experience under their belt and some spells. It's just my opinion. The rogue type gives you many options, that is the appeal to this type that I see. Until you play 7th edition, that is, get the Roguery talent and start kicking everyone's butt. At that point, casting spells may seem like an afterthought.
So, to recap: Tunnels and Trolls does not tell me that my wizard cannot wear a suit of mail and wield a sword or an axe.

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