...and that's cool too. I personally would play a system like that. At this point though, I just feel like if we allow maximum inclusion while not ruining the game for ourselves, allows us the best possible outcome, which is either sequels to this game or parallel product lines.
The newbs don't know the stats. And in large part, they don't care. They just see one 18 and five 7s. They don't know how they are gimped, they just know that they are. They may not even get for sure which are the most important stats for each class. Sure we can have a description of each, but those descriptions are situational. I have always favored lightly armored fighters, that sacrifice large hit-point pools for avoidance. How do you communicate that in the stats without just data-blasting folks and just overloading them out of the equation? There's a lot of newbies who might like my idea and build for that paradigm, and then stupidly wear every piece of plate armor they find and then get to enjoy the next fight as the bloody rag wrapped around the ogre's club. It's difficult to encapsulate years of experience into small enough bites so that neophytes will be able to grasp all the new concepts at the same time and keep the game fun for them as well.
I understand the desire for a tough game and the feeling of accomplishment that comes from finishing it. I just feel like if all the options are available, we can adjust quite easily to the difficulty level to the one that best suits our own tastes and keep it the most enjoyable for everyone. Maybe the new crop of TB dummies will come in and create a team of all 18s wrecking-balls and mow through 5 or six groups and maybe they'll think to themselves... "hey, maybe I should try to challenge myself next time?" or maybe they'll just play through and be really enjoying the level of wrought destruction, but maybe they'll talk to their buddies who are playing the harder modes and hear from them about how much more fun maintaining a consistent challenge is, instead of having a group full of 18s and 7s that gets destroyed by the second pack of goblins they meet, and then put the game on their shelf or delete, never bothering to ask about anyone else's experiences, "cuz that game fuckin sucked, amirite bro?". Keeping them having fun, has the potential to keep them involved in the discussion and maybe even keeps them buying games like this, which is a win for all of us, regardless of how they choose to play.
I think it is experienced gamers themselves, that are generally better at inflicting/implementing their own ideas of difficulty into a system that affords the most enjoyable experience for themselves.
I'm not always the same player, even. When I start this game, I'm sure I'll do relatively minor min-maxing and head out on the road of adventure and appreciate the lumps I take along the way. Some days when I get outta a really shitty day at work, and for those days, I just want easy-mode and maybe I'll have a save with an ironman-superman squad that I can play just absolutely stupid, but not caring, but they can take significantly more punishment, which is fun to do when I just wanna play with my brain turned off.
The way things look right now, this game is a day one purchase for me, for myself and possibly as gifts for friends. No matter which Ability Score generation method they choose. I just feel like allowing people to effectively and clearly define their own difficulty settings, in this manner, is one of the easiest ways to keep the game at the same time challenging for the hardcore, while at the same time being most inclusive to the folks who are new to the system(s).