TLDR. I'll trust you that your changes are awesome, but I'm skeptical of any "If they'd only done what I think everything would be great!" rebalance.
However I am confident in my observation that using the amazing idea of fractions could have only been good for the system. Instead of +5% Dodge bonus for every 3 stat points in Agility, why not +1.67% Dodge bonus for every 1 point in Agility.
Considering that almost every post I saw here or on the inXile forum agrees with my assessment that CI is king followed by AP and therefore makes speed the king of stats while luck and charisma are dumpster fires I am confident that these changes are an improvement over the mess we have now were:
Speed: The best
Awareness: close second
Intelligence: just get Rose as skill mule, leave it at 4 for the core party
Charisma and Luck: Dump stats except for charisma for the leader character
Strength: Leave at 2 unless melee character where six is sufficient, 8 if you feel like you want to wear heavy armor.
Coordination: Leave at 2 unless you need to get an extra AP to hit a sweet spot and you cannot get it from the s/s/i combo anymore.
Same for skills like Barter which are utterly useless. More so due to game design like making it far too easy to get filthy rich relatively early on.
Some skills like Toaster Repair are so niche you do not want them on your main squad and delay the development of crucial skills.
Quirks are the same we have the triumvirate in:
Brittle Bones: 2 AP is godly and the movement speed penalty gets partially compensate with high speed and using long range weapons like Snipers and Assault Rifles.
Thick skin: 2 Armor makes a big difference and makes your melee tank noticably tougher.
Disparnumerophobia: Even after the justified nerf it is still one of the best Quirks giving you 7 additional attribute points and the negative can be circumvented by leveling every 2nd level up.
Some are situationally useful:
Way of the sqeezins: Good for energy weapons since they cannot crit anyway and the combat speed modifier is annoying but nothing more.
Twitchy: Good for close range or melee characters with decent survivability who want to make use of the Tactical Positioning feat.
Psychopath: Good for rapid fire weapons like SMGs and Heavy Weapons though these are not the best weapons. Needs high leadership and a bit more in coordination to compensate for the penalty
Ascetic: Good for low int characters because skill points are the hardest to come by early on while by late early to mid game you usually have that combat skill at maximum anyway.
The rest are just aweful like Two-Pump Chump for example.
Does that mean that my suggestions clobbered together in a 5 minute post are the best which could be achieved? No. But if for sure would take that idiotic dominance of speed and awareness down a notch and up the value of the other stats.