You say Beyond Divinity had a better attribute-system, but you wouldn't like to see it in Divine Divinity II. How then do you picture this system in the next game? Do you have a concrete preference or suggestion? (I'm sure you do <img src="/ubbthreads/images/graemlins/winkwink.gif" alt="" />)
It is not that I wouldn't like to see the same system used in DD2, just that I wouldn't be terribly disappointed if it was changed. I'd expect it to be similar, though, since manual distribution of stat points allows the most control and customization of a character, and that seems to be the trend from the first 2 games. Other stat systems could work; it all depends on how the game as a whole is designed.
As for suggestions, I'd like to see your character's stats have more of an influence in non-combat situations. Certain side quests could only be offered if relevant stats were high (or low) enough, and there could be different ways to approach a situation based on your stats. For example, half way through the game, if a warrior still had the base intelligence, he could get a quest from a carpenter to go out to the tool shed and bring back a left handed hammer. <img src="/ubbthreads/images/graemlins/biggrin.gif" alt="" />
However, this would add a lot of complexity to the game development, without a huge benefit, so is more of an optional feature than required. A little flexibility in gameplay is nice, but I would not want the release delayed while they added 15 ways to do everything, most of which I'd never see.