Split Them Up: One way to go about making it so characters can develop in combat and crafting simultaneously is to split the study window and curiosities into two categories. A study for combat, and a study for anything noncombat. This will require a new point, something like cp for combat points. Combat points will be used to increase any of the combat related abilities. In addition to this, combat points could also possibly open the door to being able to purchase combat moves. Learning points will remain as they are as the source of fueling authority, starting villages, buying skills, and increasing noncombat related abilities. I'm not solid on this next part, but I was thinking the combat study window could potentially use will and intelligence for its curios, or even just will.
Categorizing Curios: Curiosities will have to be split into two categories as well. Curiosities like tin soldiers, animal drops, bronze steed could apply to the cp study. Some curios could apply to both categories, but I definitely think that with this system a lot should be part of either the cp or lp study. Even where there is curio overlap, the rule of only one curio of a certain type will still apply. Study weight and maybe Will weight for curios may need increasing.
The study windows: I don't think that with this system it would make sense to just add another 4x4 study window. It'd be a massive pain to attempt to maintain two studies of that size. So to tackle this, the combat point study will have the lovely shape of a simple sword, and the learning point study will be trimmed a bit on the edges to make it a size of 12, and the cp study at size 8 or 10. Something along those lines might work. Some other shape might be more ideal. Here are a couple hack job pictures to show what I mean. Although now that I look at the sword, it wouldn't be very ideal for large curios, but its just to a visual aid, don't get hung up on them.


Dividing up combat and noncombat abilities should streamline the process of creating a balanced character, while also slowing down the development speed of current characters solely focused on one aspect or another. Now that the risk of death is a bit more reduced, its become a bit more viable to consider having fewer characters that are capable of doing more.