I'm one of those people who consider themselves to be pro-stat caps, but for completely different reasons that stated in OP. Main 2 reasons for stat caps imo are balance in pve and ability to have more free time outside of hnh. And one thing to point out, I would like to see stat/skill caps that affect combat only, so just as an example, you could raise your stats and skills indefinitely but once it reaches a certain point, say 1000, then whatever goes past that will not affect your combat performance, apart from clothing, so with full gear and buffs on u could have max of 2k of each combat stat and skill. Note that those numbers are just used as an example. In any case here's what my thoughts are on such caps and why it could be benificial:
I would really love this game to be more difficult in terms of PvE, to have challenging early game where people will drop like flies to some of the animals that will hunt you and not the other way around, to wounds and sicknesses, and hunger, even though its in the game, its nearly impossible to die from it unless you try really hard. It would also allow to add late game creatures and monsters that will be impossible to defeat solo and will require a real team work. Getting killed in pvp is another thing that i'd like to happen more often, but I would also like for people to restore their characters much faster, which is why i kind of liked the idea of the new combat system that got scrapped, to have some of the abilities that you would find in MOBAs like dota, lol, hon and others, a combat system that usually wipes one side during an encounter, rarely without any casualties. If dying becomes a normal thing and something easy to restore from, then i believe more people would be willing to try it more often. Even though I don't mind the KO system we have right now, its still possible to die in combat when people use a specific strategy, so maybe if combat was a little bit different there would be an even easier way to kill people that would require a little bit more effort than just knocking them out. Also if you wouldn't need to spend most of your free time every single day by grinding your industry and your character to stay fit and relevant for # years non stop, it would really be a relief and even though it might anger some of the real hardcore players at first, it will attract more people into the game, and if pvp is fun enough, people will still play it, just for that. Just like in mobas where you don't have to spend months or years grinding, but play the game for pvp only, where your player skills are more important than your character's. But how much stats for a stat cap is enough? Thats a very difficult question, all depends on the balance of the game, but I'd say 4-5 months of casual progress from the world start, that some hardcore players might reach in about 2 months would be fair imo. What about industry and crafts? I think that part should be left as is, for the most part, and keep growing as the world goes on along with other qualities, perhaps making it slightly easier to raise your character back up to max.