wow...simply wow!.... Monbvol...You are insane! (In a good way)
I just read through about 80% of these pages and I have to say, that though I don't agree with some of your ideas, you are quite an inspiration! :)
Keep up the good work, don't get too dragged into the pointless bits, and keep that mind working!
The one topic I want to address (and bring up once again in this thread) is the Attribute Modifiers:
My take on them is simply that it's a bit of a strain for the average human to attain exceptional stats, so I overcame the problem with a simple fluff based solution coupled with a GM freebie for my players:
Let me expalin my concept a bit so that it makes sense:
My player's characters are all from the Federated Suns AFFS, the year is 3065(ish - Still tweaking that in my mind) and the characters have been drawn together by a maverick General, who himself is exceptional in the Victor Steiner-Davion mold.
Basiclly this General has spent the last 10 years of his life seeking out and putting together a crack unit of people that have suberb genetics which have granted them expertise in one field or another, be it combat, politics, espionage, etc as well getting them surberb combat training at the best acadamies throughtout the Federated Suns.
The goal is to create a new style of RCT based loosly on a combined force structure similar to all the different style of forces, ie 5 mechs in a lance, instead of 4, combined arms force including armour, mechs, aerotech, and infantry, as well as being self sufficent in the field (able to operate for long periods behind enemy lines, etc) Effectively an elite unit of sorts (dirty ddozen, etc)
Now, game stats...my answer was to give the players a set of free modules that took them beyond what would be possible with the standardstarting points setup in the book.
There was no need to change the cost of anything for me.
It's not as detailed as your attmepts to fix the percieved issues, but I felt it worked nicely for the campaign style. IE I've created characters that are that little bit above the average human in most areas, representing their suberb genetics and greater scope for advancement.
Anyway - I just waffled a LOT!
The attributes:
Sticking to the 2D6 form of the game, which I want to do:
Stat Modifier
0 -4
1 -2
2 -1
3 -1
4 0
5 0
6 0
7 +1
8 +1
9 +2
10 +2
11 +3
12 +3
13 +4
14 +4
etc
I guess it's the D&D player in me that prefers this style of progression....I don't know! :)
Anyway - let me know your thoughts (anyone) about the concept and the attributes.