Part of what I like about the lore I favor for aasimar is that they are mostly human. They come from human families, they have normal human upbringings, and most of them, probably, in the right outfit, could mostly pass for human. In fact, making a "human disguise" is probably an important skill for most planetouched, because a key part of their stories is the expectations of others.
Like, if you're an aasimar, sometimes you want to be able to walk into a town and order a beer at the tavern without the first people you meet asking you to solve all their problems for them. You'd maybe like to get a sense of the place before the king asks you to slay the monster, or the local church declares the day to be a holy day because you graced their town's soil. You might want to eat a meal in peace, escape judgement for a while, just be alone. And when people find out you have a halo, that's just tough to do!
Personally, I don't like how a unified look for tieflings (especially in the 4e era) nullified some of the most interesting story potential for them, so I'm not a fan of going in a similar direction for aasimar. The interesting part of these options is that the characters you play with them are still, mostly, human. Just with a dash of something definitely not.
People should look at an image of an aasimar and get curious about the story, and then read the story and get curious about the kinds of characters they'd make. About the physical traits that feel interesting to them. About how they'd, personally, depict "there's a little bit of heaven in this person." It should be a launchpad for inspiration, and through that a tool for interesting gameplay. Not an instruction manual, but a seed of potential.
If you play an aasimar, you should be asking a lot of questions, an the game should be accepting of a huge variety of answers to those questions.