I'd be inclined to do away with "Way of the (class)" as a skill name entirely; "...of the Rogue" vs "...of the Ranger" is a pretty arbitrary distinction in the first place. (That, and calling someone a "rogue" is generally an insult. It's only used in games because it's mildly less of an insult than calling the person a "thief".)

Stats - the problem here is that relatively few mental stats actually work well in the context of a CRPG. Even "intelligence" runs into this problem (since figuring things out mostly falls on the player, regardless of how brilliant the characters are supposed to be). I can't help but still feel that including the stats as such is part of the problem; either eliminating them entirely (radical a design overhaul though that might seem) or changing them to be derived from skills rather than purchased directly (so your Strength goes up as your strength-themed skills improve - and that can include both non-combat skills contributing to strength, and skills improving more than one relevant stat, like 1H weapons boosting both Strength and Agility).

Combat/Magic/Social/Support does seem like a more appropriate skill categorization in what is supposed to be a classless game. Something else that needs to be addressed in the process is the fact that the Dexterity-related melee weapons are still dependent on Strength-based skills. I'm actually not sure WHY that distinction (Str-based vs Dex-based) needs to exist; being strong helps with a spear as much as a sword and being agile is useful to someone with a mace as much as it is to someone with a dagger. Even bow-use is heavily dependent on how strong you are.