September 2017 article, "Ag and Qu re-examined", by Nathaniel Tennant
http://www.guildcompanion.com/scrolls/2017/sep/agandqureexamined.html
In short, Qu should replace Ag as a stat in gross-motor skills like Climbing, Dancing etc. while Ag would remain in fine-motor skills like Crafting and Play Instrument.
I like this idea and would likely make it into a house rule in my own games, once I get to running campaign again. Couple of things pop to mind though.
Quickness -> Nimbleness
Quickness, i.e. reflexes and coordination, doesn't work well as a name for stuff like Dancing and Climbing. With a rules-change like this one, I think a term like "Nimbleness" or similar would work better.
Agility-based vs. Strength-based fighters vs. new Quickness-based
If Agility is for fine motorics, should Qu replace Ag in fighting skills as well? In Melee skills? What about Thrown Weapons or Missile Weapons, like shortbows?
Because Qu is also the stat for natural DB, this would make Qu-based fighters depend on just one stat. Could this break game balance in combat, or does it simply make sense? Naturally, St would still be useful when equipping armor or using St-based melee weapons.