It's important to remember that these discussion are why there is an Alpha to begin with. Agree or disagree with the posited arguments, these discussions give everyone (including the developers) a chance to think about the topic at hand and see multiple view points.
All of us are here because we want this game to be great. We may have differing opinions on exactly how to make that happen but that's why we're here talking about it. Let's try not to dig our heels in too deep.
Personally, I'm on the side of the discussion that the attributes could use a little more "identity." Each attribute should offer something to a build (no matter the build) so that choosing which attribute(s) to increase becomes an important decision.
We can't compare it to D&D honestly because D&D accomplishes this by having a "skill" system with the skills being modified by the attribute (such as climb and swim being affected by strength while balance is dexterity), which this game does not have.
Instead, I would suggest finding a way to have each attribute contribute something to a build, something like:
Strength:
- Increases damage and accuracy with strength-based weaponry
- Reduces movement penalty for medium and heavy armors, allows the use of heavier armor
- Increases carrying capacity (weight)
- Reduces the AP cost for climbing during combat (contributes to the new height system)
- Affects Warfare skills
Finesse:
- Increases damage and accuracy with finesse-based weaponry
- Increases dodge chance
- Increases movement speed (move further per AP point)
- Affects accuracy and damage when dual-wielding (penalties for low Finesse while dual-wielding)
- Affects Scoundrel and Marksman skills
Intelligence:
- Increases damage and accuracy with intelligence-based weaponry
- Increases duration of status effects and control
- Provides bonus to Magic Armor (instead of Wits)
- Affects all magical school skills
Constitution:
- Modifies total Vitality
- Reduces duration of physical status effects and control on character
- Increases healing received
Memory:
- Modifies total number of abilities a character can have memorized and the power of skills that can be learned
Wits:
- Affects initiative, critical chance and detection (traps, hidden objects, stealthed enemies)
- Reduces duration of magical status effects and control on character
Now, I'm not suggesting these are the best ideas nor am I stating that they should be done exactly like this but...the idea is to make every attribute contribute in some way to any build or character so a player can choose to strengthen their character in a variety of ways based on the attribute(s) they choose to increase.
Strength based characters can still benefit from intelligence because it modifies magical armor (thus increasing their immunity to magical control) and it will affect the duration of their own control abilities (like knockdown).
Intelligence based characters can benefit from Wits because if their magical armor is depleted, it will reduce the duration of silence and other effects on them, Constitution to enjoy this same resistance to physical effects, etc.
Just a thought.