I'm not sure that you'll be able to pick Fallout/Arcanum style Traits on character creation, and if that's the case, I'll be disappointed about that. I'll also be annoyed if the Traits don't get their negative parts.
Reason could be an attribute, and reasonning a talent (I don't want this but this is an example)
Although charm does sound like an attribute, or could be a talent, intimidate indeed sounds like a talent.
No, I think Charm, Reason, and Intimidate should remain Attributes, not Talents. I've seen the spoiler-filled videos, and those things become more useful in the area past Cyseal, and farther into the game, the checks get higher. Talents are binary - you have them or don't. Abilities can have 6 different ranks (including untrained), so you can have different difficulty levels of checks other than the pass/fail of a Talent.
Example: Normally, Roberts has a situation bonus to Reason and a penalty to Charm, so even an untrained Reason check will pass, but if you have 3 into Charm, you can pass with a Charm check.
By the criteria that you get one attribute point every other level. Even with the reduction of ability points, you still get more of those. If you increase the amount of attribute points you get, people will still be more likely to spend them on their attributes that let them fight better.
And I have another fundamental question: what is the difference between spells and skills ? Beside requirements (int/magic levels for spells, physical attributes for skills), I see absolutely none. Spells function exactly like skills. It doesn't feel right.
Do you mean you want mana or some reagent system for magic, or something else?
We weren't there for the discussions about the decision to remove mana and go to a cooldown-based system, but I can't imagine that such a big design decision was taken lightly and without a lot of arguing.