As an answer: Stats represent natural talents that people are born with, and partly develop during adolescence, that steer their ultimate development later in live: ie a sports jock in highschool is probably physically endowed with endurence, strength, which is why he loves to run a round chasing balls and the president of the chess society is more likely to have above average Memory and reasoning scores, so his chess skill is higher and develops more quickly giving him an edge over the masses, probably sparking his interest in things like math, strategy and developing new IT devices.
Stats can be classified according to the following idea:
Physical stats: St, Qu, Co, Ag, SD
Mental capacity stats: Me, Re, Qu, SD
Creativity Stats: In, Ag, Em, Pr, SD
Social interaction stats Pr, Em, SD, Me
Any skill involving mostly physical activity: add physical stat bon. Have the values get back to what they were during RM2 (+1 at 70 to +25 at 100)
Skill dealing with mostly mental capacity: etc.
This way it would be less of a math exercise and more of a gut feeling. The stat groupings are talent indicators and on average most people would have like 75+ in their highest, 50+ and 25+ in their medium indicator and 0+ in their lowest indicator.
Mentalism: prime stat: Social interaction
Essence: Mental capacity
Channeling: Creativity
This would constitute something people can relate to, its easier and far removed from the standard 6-10 stats system in play everywhere.
Of course the stats division above is not fixed. It was more to illustrate how the "talent indicator" could replace a tangled mass of cross related stats...
Anyway it was something I am working on, trying to tackle the problem of making a new system, without losing too much charm of the old system (RM) and not copy too much as well.