As a means to balance combat out a little more I believe that attributes themselves should play a more significant role in combat and ALL crafting entirely than SKILL value.
Skills should continue to offer benefits and bonuses but nowhere near as great as attributes.. This would encourage balancing stats. Equipment and quality of equipment should be the single largest factor in determining combat and efficiency for farming and crafting.
First and foremost, combat is broken, this is a suggestion on how to fix it.
Strength - Instead of determining merely the total HP and raw damage one can do, It could affect how much weight a player can lift (liftable objects) without being slowed down. Upon that it can determine the MAX damage a person can do.
Agility - Upon all it does now it will affect the persons ability to ready another attack. To maintain balance it may be in our best interest to require HUNDREDS of points into this skill to double the rate of attack. Needless to say, regardless - It should offer an upperhand to those who invest.
Intelligence Perception and Psyche could all play a mutual role in crafting as well as turning another players attack against them, effectively striking more than once in a round if a player succeeds in parrying a blow.
Constitution - While Armor plays a significant role in damage absorption, Constitution should play a role as well. Constitution should no longer offer 2mhp, instead, offer just as much as strength offers, with the added bonuses of natural armor and increased stamina capacity. Thats right, no more 100% bullshit
Dexterity - Dexterity should play a role in combat, It should play the role of offering minimum damage. So even if you are a powerhousing tank your damage will be all over the place without balancing dexterity. Static damage is one of the single worst aspects that unbalance the combat system.
As for charisma, I can't even begin to think of a combat application.