I gotta agree that this has too many moving parts.
I applaud the effort, but there's nothing to it, compared to existing methods, that demands we buy in, no obvious and inherent advantage over the psychological barrier of "the way I've always done stat generation" and/or "I hate rolling/using presets for stats" (a sentiment you yourself voiced in the other thread).
Couldn't you just boil this down to you get a 2 15s and a 14 and then roll 4D6 drop the lowest 3 times but if lower than an 8 make it an 8 and if higher than a 16 make it a 16?
There really isn't a stat generation method that can give random results, not result in weak characters, keep the imbalance to a minimum, all while discouraging fudging/cheating.
I just have my players use a random array from http://aramis.hostman.us/dnd/RedrickRoller.html

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.