The potential problem I see with spinning this out into crafting is represented in the Assassin's Creed games and MMOs: The emphasis on crafting resulting gathering and very simply mechanics taking up a great deal of time as compared to just clicking what you want.
Done right, crafting is an interesting mechanic. I lose track of the time I spent when I was younger designing starships in 4X games, but hunt twenty nugs and then combine this handle with this blade is... less than interesting. Does anyone really want to spend their time searching the world for the next beastie they need for a handle?
The reason that the Witcher 2's crafting was relatively unobtrusive was that you knew ahead of time what ingredients you'd need, there wasn't really a level cap for the area - so to speak - and plans were available from the get-go, so you could focus on what you needed to craft a decent, or the best, equipment for that area - and you could buy the resources to do so, so if you didn't want to invest time hunting around the world you didn't have to.
... How they do crafting is really going to matter if this is how they're implementing a large part of their user controlled stats. If it's anything like the AC games, I'm not going to bother with that element of gameplay as far as it's possible to ignore it.
Tying stats to feats I'm more optimistic on. There were synergies that worked well in the previous games and it was rare to be too surprised that a state or a feat went well with something. Especially with so much of the stats hidden by default in DA anyway, I'm just not too concerned on that point. I'm not even sure it reduces the range of viable builds. I suppose it's possible people will end up taking feats they don't want to get the stat bonus associated with them - but DA's always been so strongly path dependent in that sense anyway....