I have entirely different method of generating stats (which leads into other house rules, but this is my favorite).
I've always hated seeing "weak" characters with Temp Strengths of "90" working side-by-side with a "strong" character with a Temp Strength of "80". Yeah, the race mods. I get it. Don't like it. I like to know how strong a character is simply by knowing his stat. Hence, my house rule:
#1 Every Race has it's own "Race Average" (RA) and "Race Potential" (RP) for each stat.
#2 Every character of a particular race begins with the same RA, but determines "Individual Potential" (IP).
#3 Increasing Temp Stat beyond the set IP is possible, but each increase applied is halved to reflect the difficulty.
#4 RA , RP , and IP numbers never change once determined. Only the Temporary stats change.
#5 Every increase is expressed as a percentage of the difference between the RA and IP. So, an increase of "10" is actually an increase of "10%"(of the difference). So if the range between RA and IP was 50, that would result in adding "5" to the Temp Stat. Round to the nearest whole number.
#6 Hero's are generally above average. They get a "hero" stat gain of 2d10% for every stat.
#7 Divide 100% points between Prime Stats of profession. (remember, if a particular stat gain reaches 100%, all gains in that stat are halved afterward).
#8 Training package stat gains are a 1d10% roll.
#9 Every level-up, choose two stats for a 1d10% increase. Remember-all increases are a % of the difference between RA and IP (which never changes).
Example: HUMAN (male) Strength RA = 50. Strength RP = (3d10+10). Strength IP= (3d10+10)+RA.
A dice result of "28" gives a "Individual Potential" of 78 (and, obviously, a difference between RA and IP of 28). Assuming "Hero gain" was "13". Prime Stat gain was "45", TP gain was "10", and leveling up gains "12". That results in a total increase of "80%" of the difference (28 x .80) or 22.4 rounded to 22. New Temp STR is 72.
Remember, the rule does not prohibit a Human from getting a Temp STR beyond the normal Race Potential. It simply takes a lot of effort (halved gain rolls once gains reach 100%).