Your game isnt profitable. What you want is for each decision to branch off, and then branch off again, and again. That is fine, but most games keep things managable by making that branching limited and comes back to a single point at some interval.
You couldnt keep that game balanced. Alot of players would get frustrated at messing up and not being the best. Just like pure hardcore player mmorpgs that have come out, they fail, because hardcore or "pro" players as you call them are not a substantial target audience for profit.
You all star off as a basic lvl 1. You all have say, 16 different ways to branch at lvl 2. You then have 16 more at lvl 3. You know how many paths to manage that is for the developer? That is 256 branches to manage for the customer's future path, by lvl 3. Yes that is excessive, but somewhat relative, considering if a game isnt dumbed down stat and skill wise, that would be reach very very fast. The input to manage this wouldnt be offset by the income from the consumer, and no producer would fund it no matter how hard the developer pitched the game.
You want all those options, you get a dumbed down game where only a few branches still matter and they will still eventually come into only a few paths to keep things doable.