The more I think of this, the more im sure the problem is in the way stats are not reflecting on all the properties that affect an attack. Some properties are ignored (Acc, Range), some mixed (action speed/recovery speed), some are too weak (Interrupt) are some lumped together for no reason (Duration and Aoe). So when you take a combat action you end with something like this:
"An attack can cause damage (MIG), it can interrupt (PER), it takes time (DEX), it can fail (-), and it tires the user (DEX). Also, many of the abilities can be used from a distance (-), apply an effect (INT) and cover an area (INT)"
Compare that to the system I proposed above:
"An attack can cause damage (MIG), it can interrupt (MIG/INT), it takes time (DEX), it can fail (PER), and it tires the user (CON). Also, many of the abilities can be used from a distance (PER), apply an effect (INT) or cover an area (RES)"
Under these attributes a Rogue build using 13,13,13,13,13,10 would be a great and BALANCED option. Min Maxing is much less of a necesity when all stats contribute to your offensive capabilities. You could still min max but with more options and focusing on the party role for the character:
MIG/CON/DEX: Highest Dps
MIG/INT/DEX: Balanced damage speed and effects
MIG/PER/INT: Sniper balanced along damage and effects
CON/DEX/INT: Roaming debuffer and interrupter
CON/DEX/PER: Fastest, precise long range sniper
DEX/PER/RES: Fast long range nuker
MIG/PER/RES: Powerful long range nuker
CON/DEX/RES: Frontline leader, tanks and buffs, fastest speed to respond to changes the battlefield
If had any idea on how to mod i woul like to try these. It Sucks being an "idea man" with no programming knowledge