Yeah, to me it looks good on paper, but of course we'll see how it goes ^^
Personally, I don't really like most attribute systems in RPGs, including D:OS, as I prefer to decide attributes at the beginning of the game and then it's somewhat fixed. I hate the galore of bonuses on gear. Let's say I create a 8 strength figther at the start of a game. Ends up at 22 strength at the end of the game: what does that even mean??
I've thought about mixing the trait and the attribute system, and also get rid of the strength/dexterity/intelligence trinity (However, this requires to balance all skills. Which is far from being the case in D:OS).
Something like this:
Energic (+% raw damage/healing on skills)
vs
Lucky (+%critical chance and %critical damage/healing on skills)
Switfy (more AP)
vs
Resilient (-%cooldown on skills)
Efficient (+%area and %duration of skills)
vs
Versatile (it's the Memory stats: more Skills available at once)
Although I'm not sure the trade-offs must absolutely paired like this, you could just put everything at 5, and to give in one stat you must take from any other. Max 10 in one stat.