Celebrim
Legend
At least half the rules in more inward-focused games drive making the character drivers visible to the GM and the table while at the same time giving everyone a common expectation of where play is likley to go and the effective level of difficulty to overcome the challenges.
Yes, but in doing so you risk turning what was intended(?) to be an emotional experience into a purely analytical experience potentially approachable as just another problem of system mastery like checking for traps or selecting the best tactical approach in a particular combat.
And as for, "I find they really help in helping me determine what scenes make sense, are engaging, and offer reasonable tension for the table.", it's never clear to me what formal mechanical markers provide that less formal markers like backstory writeups don't. If for example a player writes that he was dropped of in a monestary by his parents at a young age and never saw his parents again, and that his character has always wanted to know why, do I need something in the game called 'Beliefs' to tell me that the player is going to be engaged by clues to the secret in his backstory and the current location of his family?