Short answer: Yes
Christian and Christian-themed elements, in the very early years of Dragon Magazine, did in fact get some coverage. An article called The Politics of Hell in Dragon 28 (warning that it "cannot be considered the official doctrine of" AD&D) presented a history of Hell's struggle against God as played out on an interpretation of modern Earth, and included stats for "Astaroth," "Belial," and even "Satan" himself, an absolute beast of an adversary with such features as a move speed of "whatever is necessary" and an immunity to attacks made without "purity of heart."
The traditional Christian orders of angels - seraphim, thrones, powers etc. - appeared in Dragon 35. They were preceded by generic angels of healing and wrath, the archangel of mercy and a prior seraphim in Dragon 17. These began to be displaced by more familiar (and less religiously-inspired) celestials in Dragon 63 and 64, a displacement that has never been rolled back.
Let us not forget the clerics
Explicitly noted in prior editions for similarities to the Knights Templar and Hospitalers, clerical orders were noted in the 2E PHB to be "frequently found on the outer edges of the Christian world."
Several cleric spells both old and perennial are derived from or show strong ties to the Christian mythos - Elijah's miraculous calling of fire from the heavens, for instance, suggests flame strike; create food and water recalls the loaves and fish, water walk, tongues, sticks to snakes, insect plague... there was at one time in the core PHB a spell literally called part water and I doubt I need to suggest the origins of that one.
And of course there are the other names...
While Satan was off the table for full canon status, likely due to the expected taboo in their major market, other names from Christian sources did make it through. Lucifer was the other major casualty - Ed Greenwood has suggested that this was another name for Beherit, a fallen archdevil. Dragonlance poked around at the borders with the gods Paladine (named E'li by the elves) and Habakkuk (a Biblical prophet), the retributive deity St. Cuthbert still bears the unusual honorific and was suggested to have traveled from Earth, and the names of various fiends derive from Biblical pagan gods and idols - Adramelech, Moloch, Belial, Baalzebul, Dagon - to say nothing of the innumerable fiendish names derived from Christian demonology.
What about God?
Ah, now there's the great taboo. After the great moral panic, it took a long time for TSR to nudge back onto that ground. When they were feeling bolder, they included some minor notes on Christianity at the end of an article regarding gods of the Dark Ages - Eostre, Mannus, Woden - and gave the following parameters: "lawful neutral or lawful good clerics with the bonus proficiency of Read/Write Latin."
Dungeon 86 included an adventure, "Mysterious Ways," set during the Crusades and explicitly invoking messiahs, the "True Cross," and other Christian trappings. It still doesn't mention God or Jesus by name, however. There may be other adventures in a similar setting in official publications; I know of none offhand, however.
To make a long story short: Taboo
By and large, anything the average layperson would identify as core Christianity has been kept to the margins, left implied, or almost entirely untouched over the course of the game's existence. If it would suggest that Yahweh is on a similar footing as Zeus, Odin or Ra, it's been left out.
Best Answer
Yes, the name/class/level relationship was originally an in-game term depicting a level of power and social status. Some in-game effects of this were the limitations on level advancement for AD&D(1e) Monks and Druids (details below), or prohibitions against Assassins (Blackmoor) having followers. Originally, the Name Level threshold opened up new options:
The original game was conceived as a campaign game. The players had (as a general objective) the establishment of a stronghold, fief, church, temple, tower, what-have-you from which their Name Level character would establish a permanent town / fortress / colony / barony / whatever and then raise armies who might conquer or defend territory using Chainmail rules, or the later Swords and Spells rules.
The names from OD&D and AD&D(1e) grew from the Chainmail (Fantasy Supplement) methodology where the name for a fighting man figure or a spell caster figure (later a character in OD&D) was a clue to both its power1, and its point value/cost when building an army for a miniatures battle.
On page 30, the fighting man progression is a bottom up approach when comparing a single figure to the Hero or Superhero:
On page 32-33, the spell caster naming convention began as a top down approach:
The titles ported into OD&D with more intervals, and more thesaurus diving as power/level ramped up:
For example, the Fighting Man Class in OD&D, for levels 1-9.
If you got a Horn of Valhalla
Silver—summons 2-8 Berserk Warriors
Bronze—summons 2-8 Berserk Swordsmen
Iron —summons 2-8 Berserk Heroes
Thieves had a similar naming convention: Apprentice / Footpad / Robber / Burglar / Cutpurse / Sharper / Pilferer / Master Pilferer / Thief (Name level (9) / Master Thief. If you ran into a Master Thief, you knew by name that he was high level.
Magic Users: Medium / Seer / Conjurer / Theurgist / Thaumaturgist / Magician / Enchanter / Warlock / Sorcerer / Necromancer / Wizard (Name Level 11)
The random encounter tables in Greyhawk had entries for a Footpad on table 1; for Warrior, Theurgist, Robber or Burglars on table 2; and for Swashbucklers, Magicians, Cutpurses and Sharpers on table 3 and so on. You'd use that name as a clue to how tough these NPC/monsters were. (Our DM in high school used "monster" names that way during random encounters in the dungeon).
There was a mechanical limitation on Assassins (Blackmooor) such that until Guildmaster (14th level; Name Level was Assassin(9)) the PC could have no followers. Other classes typically attracted followers at Name level.
In AD&D (1e) that model was continued:
By the time 2e was published that tradition was gone.
While the campaign was no longer an assumed element it was still an option. This answer can't address 3.0 or 3.5 as I didn't play either long enough to get to campaign level ... if one was even of interest to the GM.
1 From Strategic Review Number 2, page 3