Polite, thoughtful discussion on stats. Here is my take on it:

Strength:
1) Increased Melee Damage.
(You can be very strong but still have retarded accuracy... think about a 120kg body builder vs a 70kg martial artist... if the body builder hits, it hurts... but a martial artist can do more damage consistently)

2) Increased Armor Penetration with Melee(more than perception) and Ranged Weapons(less than perception) OR increased damage done with critical hits (melee/ranged).
If different types of physical damage are implemented, crushing weapons can have highest armor piercing per point of strength with highest Action Point cost, slashing the lowest with Lowest Action Point cost, and piercing in between. Bows would be piercing I guess, dependent on ammo (Hardened Bodkins for piercing, Broadheads for slashing. Can adapt/expand from WIKIPEDIA! ). Although if this is too much to balance-out given the focus on magical damage types and budget constraints... just scrap armor penetration and give Strength +% damage done with critical hits.

3) Increased Capacity to Carry.

4) Special intimidate conversation options.

5) min STR req for heavy armor/melee weapons/shields


Dexterity:
1) Minor Increase in max Action Points

2) Increased Ranged Damage

3) Increased Chance to hit with Melee/Ranged Weapons (equal weight-age with perception)

4) Increased Chance for hostile ranged/melee attacks to miss.(Evasion? Armor Class?)

5) min Dex req for Ranged Weapons


Intelligence:
1) Increased Magic Power (can be magnitude of damage dealt/healing done, and duration for blessings caused/curses caused)

2) Increased MP

3) Increased chance to hit critically with attack magic (assuming Magic always hits unless an active defensive skill causes otherwise)

4) Special Charm/Persuade Conversation options (equal weight-age with perception).

5) min INT req for fancy enchanted jewelry.


Constitution:
1) Increased Hp (HP regen in field)

2) Increased resistance to poison damage(for both DoT and base poison damage attacks) and Minor Increased resistance to physical damage (all 3 types if implemented).

3) Decreased chance for hostile status effects to succeed ( like poisoned/burnt/frozen/stunned/knockdown NOT charm/fear/demoralized/berserk/silence).

4) Decreased Action Point/turn cost to recover from stunning/knockdown/poison/burn/freeze/intoxication.

5) Decrease Action point cost to use melee/ranged weapons and non magic skills (assuming non-magic active skills don't cost MP. Alternatively, could reduce MP cost for non-magic active skills)


Perception:
1) Increased Chance to hit with Melee/Ranged Weapons (equal weight-age with dexterity)

2) Increased Armor Penetration with Melee(less than strength) and Ranged Weapons(more than strength) OR increased chance to hit critically (melee/ranged). See Point 2 in Strength.

3) Increased Chance to Block melee/ranged attacks (with Shields)/ Deflect.

4) Special Charm/Persuade Conversation options. Also stat check to determine whether enemy can be ambushed in certain encounters.

5) Increase in Range of Ranged Weapons.


Speed:
1) Increased Max Action Points.

2) Increased Action Points gained per turn.

3) Higher Initiative in Combat.

4) Reduced Action Point Cost of Movement in combat.

5) Reduced Action point cost of using items in combat.


Willpower:
1) Increased Resistance to elemental damage (fire/ice/earth/thunder)

2) Decreased chance for hostile status effects to succeed ( like charm/fear/demoralized/berserk/silence NOT poisoned/burnt/frozen/stunned/knockdown).

3) Decreased Action Point/turn cost to recover from charm/fear/demoralized/berserk/silence/intoxication.

4) Reduced MP cost of magic Skills.

5) Special Conversation options to endure torture/blackmail?


About abilities:

lock-picking/pickpocketing/disarm traps could be skill points invested in that particular ability + Dexterity + Perception (weight-age of these for balancing?)

trading/convincing could be skill points invested in that particular ability + Intelligence + Perception (weight-age of these for balancing?)

luck could be proportional to skill points invested in a passive skill (something along the lines of divine favor? :P ) + Perception + Intelligence (sometimes luck is just subconscious analysis and reflex action WIKIPEDIA!! ) (weight-age of these for balancing?)


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