I was playing as a Nord Female when I became level 72 and nearly done all the quests [aside from the Ninroot Quest].
Best options to play is to play your character's strengths. And eh, if you're not a marksman, the Acrobatics ability is a bit useless. Key things on creating a strong character is to go with your personal play style when it comes to the type. A fighter should have Strength and Endurance [Or Endurance and Agility or Speed if you're going the light armor route], pick one form of fighting, put in at least Restoration as a major skill and as for the others, whatever you want. Usually, I'd go with the Armorer, Blade [Or Blunt], Restoration, Heavy [or Light] Armor, Alchemy, Block.
Usually, if you do not want magic support, I'd suggest changing out both Alchemy and Restoration with Blunt and Marksmen.
Or if you want to be a hybrid fighter, I'd sugget dropping block and taking an Offensive Spell School or take up Marksmenship as well.
But, with the combination of Armorer, Blade, Restoration, Heavy Armor, Alchemy and Block. I was able to complete both the Mage's Guild and Fighter's Guide quests with ease. Go with Fighter's Guild first. As for the Theif and Dark Brotherhood, I made a secondary character to do that. One akin to stealth.
But, Nord, Orc or Redguard are the way to go when it comes to a good concept. BUT, being skilled in Restoration gets you out of a pinch and you can always use poisons for your weapons. As why I suggest you do the Fighter's Guild quests first is that once you become the headmaster of the guild, well, the Mage Guild quests will be a sinch...especially the way you are configured, you will be in definate fact of what I'd like to call a "Mage-Slayer" In other words... you can smack all those Necromancers around like they're a Tee-Ball and you have a fifteen foot by one foot bat.