GMMichael
Guide of Modos
No max level is a nice feature. It makes level scaling a critical consideration, but it's nice to see a shift from "you always start at level 1." I did a similar thing in my game, naming several of the levels to make starting-level choice more interesting: "Should characters start as amateurs, or masters?"But all of this is kind of invalidated by the fact that if you want bigger numbers, you can just play at higher levels. There is no max level.
Also compare to D&D where half the time you get an ability point it doesn't do anything.
Interesting point about D&D's ability scores too. In 3rd edition, ability scores had a primary role of granting bonuses, and a (very) secondary role of acting like hit points against poisons and undead-drainers. Which begs the question: why not just give characters bonuses for ability scores, and use hit points or a separate mechanic for poison/drain? I suspect that 5th edition kept the rule for legacy reasons.