Thinking about how lp, for the most part, it can be dumped. I think unarmed/mele/ranged should be switched over to fep values. Agility can effect unarmed, intelligence can effect mele, and perception can effect ranged. Additionally, stealth could solely rely on intelligence, and exploration on perception.
As for getting skills, I think the system should be changed to a degree. Each skill that is unbought and has all its requirements bought shows up on the skill menu just like now, but has a progress bar that has varying amounts needed to get full. Whenever you do a task that uses a skill, you gain lp for progressing skills that rely on that skill. The points are split up evenly for each of the open branches of that skill. If you gain all the lp for one skill, but don't hit buy, the points simply flow through what is bought. This way you only really get the higher level skills in areas you work in, or you could be as they say a jack of all trades, master of none (without playing way too much.) Additionally, I think there are many tasks that should earn lp, such as putting iron ore into the smelter, just have a value on the item that will check when it gains lp for that reason, so you can't lp farm it.
Lastly, the way fep levels should be changed somewhat. Firstly, leveling should increase exponentially and not linearly. The equation I've been thinking somewhat about is needed fep = 10+((current value-10)/a)^b where a equals about 10 and b equals about 2. I find Grapher on macs (a somewhat hidden and unknown application) very good for testing different values. This would basically stop players from becoming too overpowered. It allows players who have kept their characters alive longer to have their characters to be more powerful, but there is a natural limit that slows things down greatly as you need more and more food to raise it a single value. This also makes things that give just a slightly better value increase than something much less costly more worth it. If/when this change occurs, player's values should be transformed into their raw points and back into the new system, to keep players from having nearly unreachable values when they didn't work nearly as hard to get them.
I think instead of having the bar being out of the amount of your best fep, each fep effect should be out of its respective fep value. So say you need 100 strength points to level strength, and 10 int. One thing that gave 50 strength fep and one thing that gave you 5 int would fill up the bar (each half way (50/100; 5/10)) and cause a food event. This would allow for specialization, but also not ruin said player's leveling abilities.
