I absolutely do not want a Charisma stat. I do not want it to be possible to create a Bluff-o-mat in the game that can pump CHR and have a high chance of winning every dialogue because they have such a high modifier.
If someone created a character like that, it's their choice... and they would have to deal with that choice in combat situations. If you don't like that sort of character, don't create it, if you don't want to play with someone who is that sort of character, don't.
There is more to having good social skills than beating your mate at virtually scripted dialogue arguments

They should provide alternative ways to complete quests for example.
Also, there is a good chance that you'll end up losing all the dialogue talk off's anyway if your mate is wearing the "super mega personality amulet"
Surprisingly, I can agree with the calls to get rid of perception. The hearing/sight could be folded into constitution to make that stat more attractive,...
Urgh! that makes no sense at all. Hearing and sight has nothing to do with constitution. If you just want to make stats more attractive you might as well just give them arbitrary names and apply perfect game balancing effects to them.
As long as it's possible to create different character builds that can interact in the game world in different and interesting ways - that's the main thing for me.
With regard to equipping stuff based on stats. I'm generally in favour of it but you could always allow everything equip-able and have penalties if the character doesn't meet certain criteria:
For example: a weak wizard could wield the "mighty waraxe of impending doom" which normally requires strength of 75 but he suffers a massive speed penalty as a result. It may be worth it given a certain situation if all he needs is one big hit to finish something off.