Don't care about min/ max much at all, but also do not wish to increase a greater loss of choice by accepting loot drops only. Seems crafting will be involved, even if I do not care for it.
DAA had a cap of 35.
And one could have a thousand choices, but if the system only allows for eight selections, then many other possibilities remain shelved. That appears to lessen choice.
I've purposely never counted Awakenings in any of my comparisons. Comparing a game + expansions + DLC to a core game is rather unfair.
I don't quite understand that last part though, even Origins limited your selection of abilities. Yet as you pointed out, people created all sorts of variants anyway. The choice is still there, and more important than ever if far more forgiving due to the presence of respec potions.
Have a look at rpg forums and such and you will see it.
My point was that they are both an outside element. Not a part of the base character.
You are conveniently forgetting Willpower and Cunning. Also part of the stats. If you want your character to be really cunnng, that should be up to you, and not some default.
No sane tabletop roleplayer would forcefully tie stats to your roleplaying though. I've had plenty of players who roleplayed smart warriors, despite intelligence being their dumpstat (rolling four on three D6 hurts so much). How their characters acted and their stats were two different things.
2 level ups, really. One for combat and one for non-combat. Everything outside of combat gives you XP to the non combat bit, and combat giving xp to the combat bit. Quest XP goes to both. That way, if you focus on combat a lot, you would get even better at it.
Amusingly enough, Inquisition has exactly this. Some of the Inquisition upgrades you can get are studies into varies aspects of the world which gives new dialog options you would not have otherwise.