1. Odd-Stat Issue: Currently, having an odd-number of the Memory Stat provides no benefit.
2. The Skill Attributes provide little benefit to focusing on their own school or unlocking more utility for the school in many cases.
3. The current Memory system promotes only equipping the fewest skills you need, and pumping up other stats.
1. This is a valid issue.
2. This is not necessarily an issue, and in fact, only an issue if you expect otherwise.
It would a perfectly valid system if skills were for example renamed to things like "Vampirism", "Restoration" or "Destruction", and provided nothing beyont relevant stat adjustment to all abilities: For example Instead of gating the use of Necromancy skills, renamed to Vampirism, the skill would only allow partial healing based on damage, with no obligation to actually take Necromancy skills to take full advantage of it.
In essence, Issue 2 is an issue of expectations(based on the previous game), not an actual issue that needs to be resolved, and certainly not to an extent where the skills would become about primarily boosting the capacity.
3. That is a matter of tuning, and in principle it is false.
What the current system does is encourage making a choice between flexibility and raw power.
It is a good choice to encourage, and not an issue to solve.
1. Each point of Memory would simply be considered a "point of memory" rather than unlocking a set of "slots." You would have a Memory Pool equal to your Memory stat, and your abilities would each consume a portion of this pool to equip.
2. All Skill Abilities would be sorted into "Tiers," and each Tier would have specific Memory point costs to being equipped.
3. Every Two Skill Points invested in a Skill School would reduce the Memory cost of that skill's abilities by 1, with a minimum cost of 1 Memory.
1. Is the same thing I suggest in a
thread I made myself.
2. Is similar to what I suggest, however, having a rigid cost based on rank denies the system from having cool things like a skill that has a low memory requirement, precisely because of a high skill one, or vice-versa.
It would be boring, and wouldn't take full advantage of the granularity presented by re-scaling the Memory pool.
3. One of the major reasons for shifting towards memory, was to give skills a proper weight when it comes to using them, without stopping you from learning them all.
By eventually making them all cost the same, you eradicate that point in decision making, ending up with the player just picking the strongest ones he has.
Considering that'd be just boring, and is terrible for balance, that's an absolute: No.
If you want to slog through it, you can read more on why I find this idea horribly bad back in the thread already linked.