Well, the idea is allowing the designer to ask those questions and give the system enough flexibility to let him/her build the required character creator.
"What kind of character" is an artistic question, that's solved out of the mechanics in the highest level of abstraction.
"What kind of game" is part creative and part mechanical, mostly related to the general aspect of the game genre.
"What options do the character have" is mainly mechanical and quite specific. Solving this is the hardest problem from the second-layer game engine perspective, and requires adding mechanics features ad infinitum. The time spend can be compressed with a language of mechanics though.