Err ... I dont think you can rate Ability Scores like that. For different classes, different abilities have different values. Also even for the same class, you can build them differently, or on Clerics it depends if you build for Medium or for Heavy Armor, etc.
Charisma specifically is really only useful for Paladin, Bard, Sorcerer, and Warlock. In fact many Paladins will forgo maximizing their Charisma, since there are so many desireable feats to have, so its down to Bard, Sorcerer, Warlock. Everyone else only "needs" Charisma for the associated skills, and absolutely nothing else.
Shop prices: You can literally optimize one character for that and never use them, unless you want to go shopping. You want a Bard with Charisma 18+, Level 5+, and Persuation Expertise, and lower Difficulty to Explorer before talking to the merchant with said Bard. This gives you best possible prices even at merchant Attitude 0 (default) already. Only Rogue and Bard can get Expertise for Persuade, and only Bard has any reason to maximize their Charisma, so its kind of a nobrainer to pick Bard instead of Rogue for this. Though a Rogue with Charisma 14+, Level 9+ and Persuation Expertise would of course do just as well.
Constitution: This is where I agree, I give everyone at least Con 12. I think for Paladins I have considered Con 10 because I really like giving them high Wisdom, I avoid their concentration spells like the plague anyway, and they still get plenty of hitpoints even at Con 10.
Dexterity vs Strength: when I hand optimize my characters, I either go for Strength 16+ and Dexterity 10 for Heavy Armor users, Dexterity 14 for Medium Armor users, and of course Strenght 8 or 9 and Dexterity high for everyone else, especially Rogues and possibly also Rangers with Dexterity 17+. Either way both have a TON of advantages. Strength is needed for most (non-Finesse) melee weapons, and for thrown weapons, which includes the returning ones, and of course for the Tavern Brawler feat. It also gives jump distance, which means you can move over difficult terrain and can move much larger distances in battle. Dexterity of course gives you initiative, which is migthy important. If you beat the opponents initiative, you may even manage to kill them without them ever getting a move in the first place.
Stealth: Really in the end you want a Rogue level 10+ so you get a minimum skill roll of 10, which is then highly reliable. Other than that, stuff like Invisibility might work.
Etc etc etc one could really look at a lot of aspects. A general scoring makes no sense.