I am not opposed to the attributes as is, but I would prefer 3 to be basically offensive and 3 to be basically defensive (and as long as we are at extremely unlikely to occur things, I would like each class to be strongly linked to 1 offensive and 1 defensive stat, although PC's would benefit by having high scores in all defensive stats, just extra benefit from 1). Dex damage could easily be int damage (studied the target and saw a weak spot) and spells that use wisdom could be restricted to defensive/healing. The two attribute dependency (TAD) is a little too 4e.
Tentatively it would work something like this (obviously class names are not final):
* the heavy fighter (str/con) gets some kind of benefit each round of combat until the # of rounds exceeds the con modifier,
* I haven't figured out what I want to do with the commando fighter (str/dex),
* the champion (paladin/bladelock) is str/wis and gets boons based on the patron type (celestial, fiend, fey, elemental, undead, aberration, primal spirit),
* the psychic's gig is to astrally project out of the body doing damage, but being vulnerable (offense is int based and how long you can maintain the projection is con based),
* I am thinking an assassin/ranger type for the int/dex combo,
* wizard is int/wis (so they can finally cast healing spells),
* the sorcerer is cha/con and is on a warlock grid where if you want to transform into something con makes your transformation stronger and if you don't (the other grid option), the more con you have, the longer you can cast spells continually without changing (similar [but not identical] list of types as champion patrons with primal spirit basically making you a druid),
* bard is cha/dex,
* the channeler (cleric/warlock mix) is cha/wis and is basically snagging powers from fiends, fey, celestials, elementals, primal spirits, and undead instead of getting toys/pets/mounts from them (champion) or changing into them (sorcerer).