Originally Posted by Zenith
1) Charisma is totally irrelevant with Guidance and save scumming dialogue rolls anyways. There's not a single persuasion/intimidation check my elven druid had trouble passing, and it would have been even easier if I was Drow.
All abilities, skills, etc. are irrelevant if you're relying on save scumming. If you roll enough times, you can get what you want. Why is that even part of the conversation?

Originally Posted by Zenith
2) To a single class, and maybe 2 more down the line. That's still out of druid+fighter+rogue+wizard+cleric+sorcerer+warlock+paladin = 3/8 classes it is only relevant for. Dexterity is relevant for all of those.
Four classes use charisma as one of their primary abilities: bard, paladin, sorcerer, and warlock. That's a third of the classes in the PHB. Several subclasses (e.g. swashbuckler, berserker, several martial archetypes) also use it a fair amount. Dexterity is generally not relevant for melee characters that wear heavy armor (mostly clerics, fighters, and paladins). Also, having high dex and high chr are not mutually exclusive.

Originally Posted by Zenith
2b) Let's change the racials, because the result of this racial is you pigeonhole a race to 3 single classes or have your stats go to waste because charisma is worthless in combat if you're not 3/8 of those classes as it currently stands.
Not everything is going to be useful in combat. Fighting is part of the game - not the whole game. You can play any race with any class - not getting that +1 to a specific ability modifier out of the gate is such a small deal; it amounts to a 5% lower chance to succeed at any particular check (which, if you're relying on save scumming, isn't relevant anyway) and is easily boosted with ASIs if you want when you hit later levels.

Originally Posted by Zenith
4) Even if it didn't require concentration, what would it do? Doesn't have enough base strength to even push enemies, and at best you'll be dropping some items on the ground next to your character and have the hand toss it. There's really not much in term of interaction the hand can do for you. Not remotely activate buttons safely or deactivate traps, etc.
Mage hand is a utility cantrip; it isn't intended for use in combat. There's no reason it should be able to push enemies or throw things at them to deal damage. It should be able to push buttons and pick up light objects. For arcane tricksters, it should be able to pick locks and disarm traps and even distract enemies in combat. It sucks that the implementation of Mage Hand in BG3 is so bad; it's incredibly useful in tabletop D&D.

Originally Posted by Zenith
Tiefling racials are hot trash. I could understand if the lv3 skill compensated, but it's utterly unreliable, so another Guiding Bolt gimmick in the grand scheme of things. Shield dwarf gets a total of 4 skill points. The least they could do for Tiefling is add +1DEX and bump dark vision to superior dark vision if they're not going to make the lv3 racial spell worthwhile.
Dwarves get some decent boosts, but they pay for it with reduced speed, which would actually be really important in combat if positioning were relevant. RAW tieflings are quite good, even if some of the details have been implemented poorly here.