Everyone has their own vision of the wheel.
In WGE, it's a different game – that wheel might not be suitable for the original's mechanics.
And the themes already exist; all of them were created a long time ago.
WGE features more powerful perks, stats that are twice as strong, 24 hero classes instead of 8, and an emphasis on dynamic multiplayer gameplay (around level 15 in the endgame, with game durations of 1-4 weeks). If anyone has played StarCraft at a reasonably high level or watched professional players' streams, they'll understand why the focus is on acceleration rather than stagnation with maximum build-up and a drawn-out game.
On the other hand, the wheel could be unified in the general part (not race-specific), with differences only in the details (for example, fire-resistant armor in WGE provides +2 to defense, while in the original mechanics, it provides +4). But this comes down to different visions. Dyrman believes that a binary progression system is better than a ternary one. And that's a fundamentally different approach.