But then we are back at square one - with stats being one of the reasons as to why you should pump points into different attributes, making certain attributes more useful than others.
Though, I would not mind at all - if the stats in fact were useful like an attribute tier tree system, but still required certain points to be used by certain classes. Though, however, it could possibly limit wizards wanting to make heavy armor casters - but feel it is a waste of points, because of the bonuses of the strength tier tree. (It appeals mainly to melee characters).
\
EDIT: before you read all this, i think i may have figured out what we/they can do about armor.
Make 4 classes of armor, High resistance (willpower) High Physical resist could be STR, High dodge can be DEX and High HP bonus armor could be vit? this leaves room for mixing and matching and all sorts of stuff, although this may be overdoing it on the complexity. i'll have to think on it. kinda just came to me. sort of like a brain fart but the opposite
But maybe like i mentioned before: make a variety of stats needed to use items.
In d2 it was just str, and dex for some melee weapons and bows.
for this one, you could make it for all stats. Lets say low armor, high hp bonus/physical resistance items could require Vit (using your tier model).
high armor (i believe armor was different from physical resistance in your examples) items would require str possibly (or the attribute it came with).
High dodge armor could require more dex to use, for instance light armor: no hp bonus, low armor, but very light so you can dodge more. (on this: EQ1's monk class had an armor penalty for having weight. I'm not saying implement this for dodge, but think about something like it?)
High magic items require more willpower. etc etc.
this would go back onto that "archetype" idea. think of it like Final Fantasy Jobs (but not skill based, stat based). I.E. you can be a magick wizard, pure magick wizard, and you'll pwn face. You'll do TONS of dmg from willpower bonuses, and still have resistances to magic spells. You'll wear robes.
but lets say you want to mix and match archetypes? (jobs?) You can be a magic wizard with dodge. you can use mid tier items that deal with both, or possibly with stat boosts on items, use high tier armor from your choice of one of those archetypes.
This was the one thing that worked in D2. you could wear the items that required the most str in the game no matter what you were, but you sure as hell werent going to be an IK wearing sorc casting powerful spells, you would have to work your approach to killing monsters into your items.
this system here only promotes matching your stats and items with your crazy build. stats and items need to be complementary just as stats and skills do.
weapons make it a bit difficult to manage, but for now lets focus on armor (which i think works as I've stated it, im just REALLY bad at explaining it).
perhaps an easier way would be for you to give me a specific "archetype" build, and i'll explain how it correlates with your items and how it should work (pending that the above didn't explain it.)
im so giddy about all the stuff we're working through! haha. good points!