Currently when you level up your effective power, at least as indicated by the UI, drops and in order to get it back you have to invest your points into your primary stat of choice. As a mage, it's hard for me to make the decision to pay a few points into wits to improve my initiative or any other flex stat you might want because level ups are holding our damage hostage and the ransom is all of our stats.
This is the core issue right now. Instead of having each point of Int/Str/Fin increase our damage by a flat or static amount (Something very easy to balance around), we have this weird 30% min/max cap system that doesn't reward the player for becoming a pure glass cannon. 30% damage bonus for a glass cannon is terrible, especially when you NEVER go first and die to a gentle breeze because of your build path.
The bonus needs to be additive and rewarding, not an exponential pain in the ass. Why is my character, hilariously enough, at the "Peak" of power at the start of the game, with me chasing that 30% ceiling for every level afterwards? We're supposed to get STRONGER as we quest, adventure and plunder. Not weaker.