The attribute system is really stripped bare it feels like. Since the scope of each attribute is so incredibly narrow most of them just feel redundant - just there "because RPG must have attributes"

Memory is fine as is (and is probably the only one sadly).

Constitution is ... ok I guess. It's just horribly boring and one-dimensional. Also it's worth is pretty diminished by the whole armor system since having more armor is infinitely more useful. Armor makes you survive fights. HP makes you take a round or two more to bleed out as you lie in a heap on the floor permaCCed... (I have huge issues with how the armor system works in general but that's another topic).

STR/INT/FIN - All these seem totally redundant. Not only do they do the exact same thing (wow... could you make it any more bland?) but since each applies to a spesific set of skills why don't you just do away with them alltogether and just scale this on the skill-levels?

I think the fact that every characters attribute build looks identical is a good indicator that the attributes are poorly designed. The only difference is the label on the stat they end up putting 40 points in...

Spotting secrets should IMO not be mixed in with stats when everything else is combat based. Either bake it into the sneaking or thievery stuff (it's definitely a utility thing like other civic stuff, not anything combat related after all), or just leave it open for any player who is willing to spend time thoroughly searching by having some default special "search" skill that slows you to walking and lets you spot the more difficult secrets and traps you would otherwise miss. I honestly think something like the latter might be better because nobody likes missing out on cool secrets just because you didn't build your character spesifically for that (and potentially gimping your stats for it to boot).

-Stigma