Went with spore boy but tempted to start over as a monk. About four hours in. Chose draconian, and there seems to be no cosmetic difference between male and female - not sure if that's intentional.
Can't figure out how to choose which spells to memorise and also a bit puzzled why everybody has the same stats. Should probably look it up. But a weedy drow has the same strength as a massive half-orc?
Draconian I think is intentionally gender neutral in general appearance, they have gone to the trouble of designing different genitals after all.
Stats are based on class afaik. Generally I think it's good that you can have any stat tied to any appearance, how that makes sense in RP terms/which character model you choose is up to you.
Few notes (no spoilers):
Character select I chose the wrong gender identity by mistake... I was quite drunk, and it's quite easy to avoid (and all to the good really), but character model and voice don't define how people refer to you in game. Got to select gender identity. You can't change identity in game afaik.
Respec is cheap and available early. You can completely respec any character, even class. Just can't change race/identity etc (I think there are some appearance modifiers available at some point, but no full redesign). I'm not sure it's a great idea for story flow to go about totally respeccing origin party members though, kind of tempting mind.
Inventory management - options > interface lets you turn off auto adding stuff to the hotbar. I recommend doing this, it quickly becomes an unmanageable lump of bottles, torches and scrolls you won't use. Also you have to unlock the hotbar (right) to change what you have in it.
Wizards can learn spells from scrolls - this is fairly cheap and a good way of expanding your choices. You get a discount on your chosen school.
The party view (tab) is where you do most management. Spellbook is where you manage prepared spells. Preparing spells is quite generous (as I recall in 5e you need a long rest to change), just need to click to select/deselect out of combat. The bar in the middle shows what you have prepared... Don't have druid, but imagine it's the same?
Passives are enabled by default, even if they give a debuff. d&d players will be familiar with great weapon master's -5 to hit, +10 damage (all-in). You need to deactivate this in the passives part of the quick access bar at the bottom (or you can probably do it through party menu). You can also toggle non-lethal attacks here.
The reactions page of party view is also useful. It's on the spellbook page (despite not being spells for half the classes, but there you go). Here you can enable things that happen by default... In terms of reactions this is important because you only get one reaction per turn. My wizard has a reaction from a magic item, a reaction from the warcaster feat, a reaction from being a tiefling and the standard opportunity attack. I am very unlikely to use the latter. Conversely my rogue will always use sneak attack where available, so you can set that to proc by default (i.e it will work even if you chose standard attack but actually have advantage). You can set it to ask which reaction you want to use, that's also kind of helpful if you want to understand how combat works.
Bonus actions are important to understand for anyone who hasn't played 5e (or just watched too much critical role like me). It's not too complicated - you can drink a potion or jump etc; a limited set of sub-options. But for specific classes it's more important... E.g a dual-wielding rogue will use their bonus action to attack by default. Assume similar stuff happens for monk. Some spells (e.g spiritual weapon) can
only be cast as a bonus action.
It's also worth periodically checking in on the character sheet in party view. Note what abilities you have and use them. Also pay attention to proficiencies, and bear in mind that 5e places hard limits on what a class can use (this is generally good imo).
Also for stuff like armour it's not going to change that much. AC is literally what you have to roll on a d20 to get past the armour (plus bonuses, which iirc can't go over +10 even if you're fighting a ludicrously high dex monster), so it's always going to be +2 and the like, and your base AC will stay broadly the same. Means something that gives a +2 bonus to AC is really significant, while +3 is like legendary shit.
Inventory management is kind of shit... But it's worth getting used to the right click menu that allows you to send stuff to camp or between party members. I wish they had like a sub pack for your 'wares' so they're not in the already cluttered and hard to sort general bit. And I dunno, craftable sub-packs for potions, scrolls etc.