I'm going to do quite brutal here, for your sake. Note that you should assume readers will have no extra context for any additional changes to a core rpg ruleset you might want to impose, so they either need to be self evident after a short time, or be explained in world in some way.
0. Fundamentally, your character makes no sense because all characters in LitRPG make sense only in context, which you didn't provide. That said...
1. Why do characters start off at level 2? Is there a profound reason for this? Otherwise, this is bucking a core trend for no particular reason. Level 0 or Level 1 are usually the starting points.
2. Numbers have no meaning without greater context. Why and with what purpose do those numbers mean anything? D&D, for example, uses much lower numbers for stats.
3. Related to number 2, all the other numbers mean nothing without context, which is usually integral to LitRPGs The stats mean something, combat works like a spreadsheet.
4. It's an interesting choice to change race at level 5. Does every 5 levels give something as powerful as changing your entire race? If not, why is this a mechanic? Does the story plan to end after 1 novel (which is fine, but it is very important to consider these things).
5. Making a class Cat Burglar implies a lot of classes exist, or classes come in tiers related to an overarching theme. This is a fine choice, but it has implications on the world as a whole.
With those five things in mind, I'm going to make some comments now based on some of your previous threads. These are harsh, but they come from an honest place on what I think on the matter at hand.
LitRPG is a saturated and shrinking market for new authors. Breaking into the market is hard, even harder if you aren't familiar with tropes or how to write the genre already. I've made the statement before, but LitRPG is based on the idea of RPG games which almost all have one thing in common, a very fleshed out world.
It is hard, (and I'd argue impossible to do in a way that one succeeds), to start writing a litrpg from characters first. LitRPGs require context for any character to make sense. Let me use your character as an example: 'Class: Cat Burglar', are they a thief? Do they do crime? Did they choose this class? Are classes inate to individuals? Can you change class? Are thief like characters just a party role that determines their combat abilities?
All of those questions have vast impacts on the way society would act around that character, and further how society would organize itself. You might think I'm nitpicking this, but it's what LitRPG readers are going to do as well. Say your answer is, it's inate, and they do crime because it makes them good at it. Many readers will question why people who are born with it aren't simply arrested on the spot. It's a valid question. If people were born with an innate ability to not show up on security footage, and an inordinate amount of them robbed banks, at the very least we'd be suspicious of anyone who fit the description.
We can repeat this question for every single line of your character's information. Ultimately, in a LitRPG, characters, while important, are only half of a story. If you attempt to pants a LitRPG you'll write yourself into a nonsense corner after a few tens of thousands of words, and the only way to continue will be to begin breaking your own rules.
Since you didn't provide that context in this thread, I'll assume that either it doesn't exist, or that you might not fully grasp what is fundament about LitRPGs that readers in the genre want and enjoy. They want 'Number go up', but only in the context of numbers having meaning. They get excited for what perk or ability the character might get next, or how those abilities affect the world as a whole. It can be a journey to godhood, or simply how the abilities influence and change how society interacts or behaves, but they need meaning.
Writing a LitRPG requires you be a game creator, like Paizo, developing an RPG system, while also being a Dungeon Master, creating an entire campaign to play in that system, then ALSO being all the players in that world, playing out the campaign. It's a lot of hats to wear at once.
I say this as someone who read a lot of, played a lot of, and writes LitRPG. I don't personally encourage someone to just hop into writing the genre without experience. It's saturated, and you'll be competing with people with a lot of experience. If it's just trying to write it because it's popular, then you're gonna have a really rough go of it.
That said, I do encourage, if you're doing it as a learning experience, to go for it. It does build a lot of skills that are useful for telling other stories. Some people write it because they can't play D&D with other people anymore, I, for one do play and run Pathfinder campaigns still. It does a good job of forcing you to focus on world development and forethought.