One of the most commonly asked questions in any MU* I've ever played in is "what concepts are needed?".
People want to be in demand, either in terms of their skillset ("there aren't enough spirit shamans around"), identity ("there are too many Ventrue, I'll play Lasombra instead") or even concepts ("I wanted to play a chef but ugh, there is already one").
How important in your opinion is it for a character concept to be useful? The general answer to the question above tends to be "just play something you like" but, again in your opinion, is that better advice or does it lead to oversaturation of certain popular archetypes, and does that matter?
What should staff's role be in this? For example do incentives to artificially spread out the demographics better ("+5 XP to anyone playing a <X>") help? Is there a measurable negative impact from 'bad' concept selection or is lack of finding roleplay - or groups to join - a symptom rather than the cause?
And for players in leadership positions, how important is a prospect's general concept to your recruitment efforts? How often do you search for something character-specific rather than for attributes or characteristics more related to their players (timezones, posing ability, whatever isn't strictly IC).
Discuss.