I would like to thank the members of the community that pleasantly volunteer their knowledge of the game and answer newbie questions. The more I read the more questions arise. Answers to my questions posed have been great and they end up spurring new questions and ideas.
From what I understand of GD’s design, new players will encounter points of transition throughout their journey. For example:
1 - Start out with one build/path for leveling and transition at level 94+ to an end-game farming build to prepare for one or more end-game builds
2 - Once all of the parts of an end-game build are acquired, transition to the end-game build, beat the entire game and farm more loot
3 - Optionally transition to a modified end-game build for niche activities such as Nemesis boss/hero farming, end-game Crucible farming, etc.
So far it seems that there are a few leveling builds tied to specific class combos that lead to specific farming builds. Experienced GD players know and understand these builds and thus there is less effort and motivation to uncover additional paths to the end-game outside of new content and class mastery related discovery/farming. Therefore, new players are directed to walk the paths of what is already known for a relatively easy journey to the end-game; especially new solo self-found players.
Question #1 - does every class mastery combo have a relatively efficient leveling build and detailed leveling guide? (ex: Demolitionist/Occultist/Nightblade start, level 1-50 or 1-60, add 2nd class mastery, continue to level 94+)
Question #2 - does every class mastery combo have a level 94+ starter farming build with detailed leveling guide for end-game prep?
If the answer is yes to both questions then viability bias (for starter end-game farming builds) is assumed to be non-existent. With viability bias removed any new player can start the game and follow transition points to the end-game. This means reaching a progression wall while leveling or starting the end-game is only a temporary situation. This also means that a player can pick any starting class mastery.
If a starter end-game farming build doesn’t exist for every class combo (discovered or yet uncovered) then viability bias exists and choices are thus limited for new players.