That's a nice wall of text.
I'm a liitle slow at such things,
ComradeReptiloid but what your changes will improve? Ican't get it.
Lets sum it up then. All tech detail and example presented in original post.
Stats:
DEX: movement cost reduced from 2 AP to 1 AP, which allow low DEX builds to stay active, run to chokepoints, retreat, etc. Turning cost 1 AP for every 90 degree. Higher DEX builds will be able to flank or rear enemies, use lot of gear, do more attacks, use initiative and benefit from charge bonuses. If it will be used unwise, then this kind of mindless activity will result in huge passive defense penalties and charge bonuses from enemies in your flank too. So you will be destroyed super fast if you gonna play bold. High DEX will force you to make deliberate decisions based on mathematical calculations, as you can see from example. You must balance attack/defense ratings, because there is so much more depth going on with mine improvements (look example for simple fight against two enemies). You want to calculate your AP usage, and spend it as efficiently as possible. Now saving max. 4 AP will carry huge role on your performance. It will affect defense rating, AoO chance, charge bonus savings for AoO, initative bonus rolls next turn, etc. DEX will affect team performance indirectly too. New attack type based on DEX, allowing you to change enemy facing and press turn, which will leave you with defense bonuses, and let your comrades to strike enemy rear with addictional THC and CS chances. DEX will open great opportunities for charge bonus accumulation for your next attack. With carefull AP management through wait function you will be able to move twice as fast as your enemies next turn. To make that possible you want to have high DEX and PER. On the other hand you will be surrounded trying to make that trick work. New AoO and suppressive fire systems can deplete AP to 0 value on your turn, while you trying to break to retreat or attack.
STR: become big now. For two-handed weapons charge bonus give +1 damage for every tile. Apply 10 STR to that, and you have +1 addictional damage for every 4 tiles. Moving for 8 tiles and performing fast or regular attack guarantee 10 addictional damage now. For throwing weapons it's even better, since charging bonus give you +2 damage and +5% of passive for every tile. 8 tiles will be +20 damage and +40% passive turning throwing weapons in grenades analog. New charging and flanking system with it CS bonuses will make STR potential stat reducer for enemies. So hammers not only will dent armor better, but will impose debuffs too. Axes will dish out incredible amounts of damage too. STR affect shield bonus now, giving +6 addictional points for 10 STR.
CON: becomes more important for tanks. If melee enemies using axes and hammers will have increased STR and CS and reduced THC chance, then you must protect your HP, armor and limbs. You will need it especialy against dagger and sword enemies, which will have lower STR, but high initiative and THC + poisoned weapons. Beware this lethal arterial and torso strikes. They will stack blood and 5-9 poison damage (based on stage of the game) that high CON will reduce. CON affects block bonus now, giving +6 addictional points for 10 STR.
PER: since initiative important now, this one is not a dump stat for most of the builds! 10 PER and wait with around 6 AP will help you to overcome all enemies initiative (moving twice per turn) and passive defense bonus (inevitable if you move first on new turn, not after baiting enemies in waiting pose). PER will also help to destroy new tanks and bosses without using addictional help in form of potions, bombs or advanced gear. Basically you will have 3 turns in a row if you IRL math skills on par.
INT: it was addressed by devs already. it pretty balanced in current state.
CHA: good as it is.
Skills:
Daggers: now CS will land almost every hit, if you play it right with suitable build. Best stat debuffers and moderate damage dealers. With new system they can survive even with 6-8 CON.
Swords: best damage over time and AoO weapons, if you play it right with suitable build. New system make two-handed sword mix between axe and hamers. With new system they can survive even with 6-8 CON.
Axes: The best melee damage dealers in the game. Can go with 4-8 CON easily. Probability of one hit kill is very high. One handed axes is potential debuffers and moderate damage dealers.
Hammers: new hammers is best suited for 10 CON shield tanks, and good all around. One-handed hammer is best armor and limbs debuffers, AoO strikers and potentialy very high damage dealers (armor goes down fast). Two-handed hammers is known for crazy damage output, and for biggest limbs and armor debuffs. 6-8 CON is ok. Best fpr teams.
Spears: two-handed is best tank builds. One-handed is very good now, because charging give them necessary bonuses for THC, which result in 100% interrupt with adequate damage + 3 turn with high PER.
Bows: they become best damage dealers on large distances, using 3 moves, head shots and charge bonuses. Sniper weapon basically.
Crossbows: best AP drainers, poison and debuff distributors in the game. Suppressive fire + staggering stack can reduce your enemy AP to 0 in one turn. Best for teams.
Throwing: support weapon recommended to be used by everyone. Best first turn burst damage, because of this +20 (or even more) and complete DR bypass. Can kill almost any enemy in one turn. Best for teams.
Dodge: dodge core stay the same. Read DEX paragraph.
Block: core changed. Read passive defense bonuses, STR and CON paragraph. Block receive +25 basic bonus instead of +15.
CS: critical strike is very important now, and receive many bonuses. Best for pining down archers. Read flanking, charged, AoO, flanking sections.
Alchemy and crafting: read respectible sections in original post.
Enemy types: all enemies was same before. There was only two types: melee and range without any distinction whatsoever. You can see difference between critters, but humans feels unique only in Emperor encounter, where passives proc like 50% of the times. All this things stated above will help to enrich game with missing depth and make every enemy feel unique. (read original post and examples for more)