Pathfinder 2nd edition even gives you a free ability score boost that you can apply to any of the ability score not covered by your two ability score boosts. You can even apply the free ability score boost to the ability score that has the ability score flaw. So if you are playing a Dwarf in PF2, you get a +2 CON, +2 WIS and a -2 CHA. The free ability score boost you get at 1st level can be used in the following ways:
1. +2 STR, +2 CON, +2 WIS, -2 CHA
2. +2 DEX, +2 CON, +2 WIS, -2 CHA
3. +2 CON, +2 INT, +2 WIS, -2 CHA
4. +2 CON, +2 WIS
I like Tasha's rules where you get to pick which of the 6 ability scores gets the +2/+1 or the +1/+1/+1. Like earlier versions of 5e, PF2's ability score system favors certain classes over others when it comes to certain ancestries.
Strength affects weapon/armour usage and encumbrance and skills.
Constitution affects hit points (perhaps a reduced rate) and skills
Dexterity affects initiative and skills.
Intelligence provides more skill points/languages and skills.
Wisdom affects skills.
Charisma affects number of attuned items and skills.
Genuine question because I'm feeling a bit dumb at the moment: how would you divorce the two? Are you talking about going back to a BAB/THAC0 deal where your to-hit is based more on your class than on your stat? Or do you mean something else?
The problem with the Standard 6 wasn't with the Standard 6 itself. It was due to the lack of balance due to the designers' biases and inconsistencies.
The next 3.1 poll should be voting up what each Ability score affects.
Like Should DEX affect AC, Initiative, Reflex saves, Ranged weapons, Finesse Weapons AND 4-6 Skills?
Could STR grant HP or be you Shield bonus to AC?
Could INT affect AC in Light Armor like 4e or bonus skills like 3e?
I am interested in the idea of not having stats affect combat (or at least, not having them affect combat quite so much), this problem could be solved by simply bringing back limited weapon proficiencies as per 2e.
Don't bother separating weapons into martial and simple. At most, have very tight weapon groups (say, longbows and shortbows as one group; short sword and dagger as another--the exact groups can be determined later). A fighter (or other martial) is proficient in, say, six or eight weapons or weapon groups of their choice, and maybe one more based on culture, background, or personal history; this one could be determined in the culture write-up or chosen by the player with DM approval. A wizard or sorcerer might be proficient in two or three weapons (but not weapon groups) chosen from a small list. A rogue might be proficient also in six or eight weapons, but chosen from a small list. The character can gain additional weapon proficiencies with training or simply by leveling up.
Don't bother separating weapons into martial and simple. At most, have very tight weapon groups (say, longbows and shortbows as one group; short sword and dagger as another--the exact groups can be determined later).