You eat a honeybun and it raises your agility since it gives you a sugar rush or something... but why do you still have that sugar rush 30 days later? I propose food stats become less necessary to exist and more akin to personal beliefs. Yes, I'm talking about caps, but not necessarily in a way that makes everyone exactly alike and with nowhere further to go.
There could be two levels of attributes: one that changes instantly and one that's harder to change. For example, you get an FEP level up from eating honeybuns and it raises your temporary agility. Next you get an FEP level up from eating beef and it raises your temporary constitution and you lose your temporary agility bonus. This could maybe allow you to store up to 3-10 temporary stats with the oldest in line being bumped out of existence.
The more permanent stat could be raised if you maybe get 3 of the same FEP level up in a row, and perhaps only lost/replaced if you get 3 of some other FEP level up in a row. Perhaps to help get characters started, the more permanent stats would be raised with just 1 FEP level up until they've raised 50 stats or something. This is all just an example, nothing set in stone. The basic idea might be that you can only have 200 stats in total (excluding buffs and temporary stats) and that maybe you won't be replacing permanent stats until you've hit your limit.
What's the point of this? Well, let's look at the current game strategy: raise all your stats to ridiculous levels because why not? There could be changes to the combat system to allow for different types of fighters (or non-fighters). Currently, you just pump up your unarmed/strength or marksmanship/perception and you can quickly and effortlessly kill anything in one or two hits. If players can't rely on stats to carry them through the battle, and if there are different types of fighters to watch out for, I think it would make combat more interesting. Examples of possible changes:
-Dodge maneuver considers your agility vs. the opponent's perception (including close range combat)
-Specific moves for agility types:
>Flee: maybe costs some IP, raises your speed to sprint for 5 seconds with no stamina drain, can be stacked before used
>Sway: maybe costs some IP, doubles effectiveness of next 3 Dodge maneuvers
>Throw Sand cooldown could be drastically affected by agility to make it worth using
>Feign Flight cooldown could also be drastically affected by agility and also usable when your defense is higher
There could maybe also be some dexterity or intelligence type. Maybe one move could cost IP and lasso an enemy or tie their feet together or something. This would prevent agility types from escaping or simply reduce their agility stat, but would essentially be unusable by a lone warrior, so teamwork would be needed. It's pretty much a death sentence going 1 on 1 against someone with higher stats than yourself, but stuff like this could produce some alternative results. This could also prevent players from becoming overpowered in the first place. The combat formulas and/or some of the examples I mentioned might need some reworking for this to be effective.
There would still be a point in playing after hitting the cap since you'd need to consistently eat your desired foods in order to maintain your stats, and you'd surely be hungry if you're still doing your usual work around the village (digging clay, mining, farming, etc.). Perhaps players could actually become hungrier quicker so we have that threat of starving again, something that's interesting for the first few days of playing, but then never a problem again afterwards. Foods like apples and plain bread could give you blank FEPs, which would give no temporary stat and reduce a 'permanent' stat if you get 3 like that in a row. Perhaps that penalty wouldn't apply to (new) players with low stats.