Everything is always far more complex than I initially think

I fear that this game strives to be everything and needs to specialize in something. Otherwise everything will be just average.
1.
Stats design depends on game design. Stats cannot be designed in isolation from game.I guess it all flows from the most interesting scenarios with 2-player party with henchmen.
You cannot expect that good stats(in isolation) can provide emergent strategies. You have to design it that way.
In other words this game needs design phase, then QA phase(with different character builds), then based on QA input next iteration. What we doing right now is designing stats and trying to make sense of them in vacuum.
2.
Implementation of the Source can change everythingI also don't know anything about spells and it sounds like they will be deeply integrated into story(because of the Source) so asking about them is spoilery. Will the Source give ability to buff? Please give me some links about available spells if I missed them.
3.
Good example(from thread) of designing in vacuumStabbey and Rack described how two different fighters with different distribution between str/per would work. I agree that it's a compromise between chance(high str, low per) and reliability(high per, medium str). This argument does not take into account buffs/potions(?) to increase perception.
Also this argument is only about single character(the game has 2). Maybe you will rely on your party members to do their job. Maybe you know about piece of equipment that will give +5 to perception. Maybe you just a reckless mother*** who wants to test some perks(I hope)