Hey Psy. Because you're such a boss, can you list a bunch of different personalities for future reference? They're what get me stumped the most when it comes to creating a new character, it'd be awesome to have.
Oh dear God, do you know what you're asking? (Incidentally, I prefer Psi, I'm very protective of my name.) There are no Classes in Skyrim, but if you look up the old Oblivion, and Morrowind ones, they tend to fit in with the lore best.
Thief, Warrior, Wizard are pretty self explanatory, and engraved in the stars. Warriors live for battle, and spend most of the rest of their time running to the next, or tooling up their gear. Attack, attack again, Chaotic Neutral. Thieves are in it for profit, and don't care much about how they get it. Fighting is a last resort, but a dagger in the back is much better. Wizards are all about Knowledge, and Applying it. While they will delve into dangerous places, and have to fight their way through, the goal is usually some better understanding how the ancient inhabitants lived, or what forgotten secrets they kept.
Spellswords are Warrior/Mages, their combo is generally a sword in one hand, and magic in the other. Personality wise, I always saw them as gamebreakers (In Character) realizing the potential of both to break the classic rochambaux of Melee/Range/Stealth. "A generalist can beat any specialist by not playing their game." Battlemages are motivated more by POWER. A Spellsword will go solo, sell his services, and so forth, while a Battlemage wants Heavy Armor, And 2 Handed, AND Master level spells, and feel cheated that he can't use all three at once. "MWUHAHAHAHA!" is the operative quote, Min/maxing to a Munchkin degree. So, I see Spellswords as Magic Warriors, and Battlemages as Warrior/wizards. (In general, Spelswords are light, and fast, Battlemages are slow, and heavy.)
Assassin: More specialized than the thief, they steal lives. Generally for teh Evulz, they get off on standing outside the combat triad, laughing at the armies killing each other en mass with hundreds of arrows, and thousands of blows. "I can accomplish the same with just a single thrust of a dagger." They're strategic, not tactical. Nightblades are Magic Assassins, they use Illusion for Invisibility, and Quiet Casting, they cheat more than regular assassins. The former may pride themselves on their resourcefulness, the latter on being completely unfair about it.
Conjurers: A magical Specialty that's generally considered evil for consorting with Daedra (I.E. Demons) and raising the dead. There's lots of personality types that would be attracted to this, those who genuinely love the dead, or wish to break the barriers between life/death/other planes in the Mundus (This universe.) Mage types, but less interested in the lost secrets of the past, and inner working of the universe than the personalities, and powers outside mortal ken. Quite often overestimate their control, and get killed by their own summons/creations (Can't happen to the PC, thankfully) after which they often go on rampages until the get put down. Doctor Victor Frankenstein was a Necromancer.
Witch Hunter doesn't exist any more, but there's several factions that justify Genocide by vilifying the enemy, and will use whatever tactics they need to do it. The Thalmor are Eugenic Elven Supremecists, mostly spellswords with support Wizards as officers. The Vigilants of Stendarr are your classic D&D Clerics, Robes, Gauntlets, Mace, possibly a shield, and "Good" magics like Alteration/Restoration, but they have mercy for anyone except Daedra. The Blades hunt Dragons, and are pretty fanatical about it, or were until getting all but wiped out. My take on a Witchunter is generally Archery, and support magics, armor optional.