Hmm, now that I see the rules for attribute increases down on paper, I'm really starting to go off it. I get that it's simple, that's definitely an advantage if you play without feats, but I think it brings out the fundamental flaw in pre-3E (and to some extent 3E) abilities: what's the point in increasing some of them?
If you're a Fighter, you increase you Strength to 20, got it. Then you bump your Con. You'll still have points left to spend using standard array, so what, you increase Dex? Nah, you're in heavy armour. Int or Cha are fun but given their grand total of 3 saving throws across all spells, you're better off with Wisdom. Repeat with other classes, bump your prime requisite, then your Con. High level characters will all be surprisingly robust. I see a future math error right there - a failure to account for the fact that most characters have got another 20-40HP over the levels and monsters failing to make a dent.
Now feats, I quite like them, they're chunky. But. There's always a but. Because many of the sub-abilities *aren't* just numerical, there's a reasonable chance you've already picked it up somewhere else. I'm not sure that's a bother if it's a proficiency, but if you're an Elf, taking Alert seems.. unfortunate? Even though it's quite in theme. Same goes for Stealthy since you've almost got two parts of that.
I'd really like to see a return to the old-fashioned weapon proficiency system of yore. A bit like skill points, each step would give you a neat ability or choice thereof. If you're a bow expert, first you're proficient, then you can pick the range, cover or multiattack option for your next point, and so on. Allow no more points to be invested in a category than your attack bonus and Fighters get their advantage built in.
Seriously there are a whole bunch of things that could be combined into the same subsystem. Right now every class is all over the place with abilities and feats. It's really off-putting that there's no elegance in the design
