I am not to worried about it, it is not too much different than getting good stat gain rolls every level. Their slow progression in Con and Str will make up for it. The pure spell user I am looking at would probably not be able to hit potential Str until level 9 and that is only an 82.
Their STR & CON developing slowly makes a lot of sense, they are stats that spellcasters don't train a lot. And, the fact that they are slow in this along with their spellcasting stat, again, just makes it a feature and not a bug to me.
Look at it this way: The easy/quick path gives you early gains, but is ultimately the shorter path and you "cap-out" quicker. On the other hand, the slower path allows you to, ultimately, get more bang for your buck; you just have to work for it for quite a bit longer. In fact, that to me is the real gatekeeper when it comes to spellcasting in RPGs. It is not that you have to have a "special ability" ("Midichlorians" anyone?), but that it takes sooooo loooonngg to get anywhere. Did you ever play AD&D 1e? In there, you could have 2 human, 1st level characters, one a fighter and the other a wizard and they would have seriously different starting ages. In the DMG it suggested starting ages for those two classes as such: Fighter = 15+1d4 years old, Wizard = 24+2d8 years old, so an average of 17.5 for Fighters and
31 for Wizards. To me that reflected the idea that learning magic took time. So, for this instance, it would make sense that their stats developed along the same trajectory.
Even with two ranks in BD per level, that is only 4 points per level where the normal spread for other stats(except Qu) is around 13 per level due to the number of skills. To have similar movement on Con you would have to also buy 2 ranks in 2-3 skills and category in Athletic-Endurance(and I have dumped scaling and sprinting as redundant and have not seen a use for distance running as a skill leaving only games, swimming and rowing) or Athletic-Brawn.
What I was saying is that the
in-game benefits of Body Development (as well as Power Point Development and anything hat increases Defense Bonus, for that matter) are greater than most other skills, so that balances out the fact that those stats that they use don't increase as quickly as other stats. The stat increases do not need to be balanced against each other, but balanced against what they do in-game.
In the case of Quickness it is a stat I don't actually think should exist as "quickness" is too vague/broad and the fact is, is training is what truly makes one quicker. The number of skill ranks in a skill should do more to determine how fast they are at performing that skill. This is how I like to handle RM Initiative: (Ag Bonus + In Bonus + Qu Bonus)/3 + One-half of the ranks in the character's highest combat skill (weapon, martial-arts, etc...) + any special mods (injury, talents, racial abilities, etc...) Though, I will say, that I think the way HARP handles it is better: Combat Perception. How
aware you are of the actions of others, the environment and various factors is hugely important to Initiative; if you don't see/know about something, how can you deal with it at all? In RMSS/FRP there is a skill called Situational Awareness: Combat which I think worked great for an Initiative skill. Those classes that did a lot of fighting had lower costs in developing the skill, so they would generally have the skill at a higher bonus, which usually meant a higher Initiative. Because they have extensive combat training. But, this is a different topic, sorry for going off the rails.