My only complaint so far is that it feels like level ups become less important. If I'm not mistaken, level ups simply allow you spam those abilities you listed more often. Also, how are some stats that are going to remain passive going to be covered? I'm talking Hp, damage resistance (if you're going to let characters have any inherent damage resistance), and damage. Are you going to let those stats be completely out of the player's control (other than through vaguely defined items)? I worry that characters will loose some of their uniqueness (we won't have Shorn the megatank anymore for example).
They let you spam those abilities and make higher level resurgence abilities more economical to use. (At start, there's no reason to use the grand form)
Attributes will no longer give +Damage, +Resistance, +Whatever. You'll instead likely have the option to increase health directly instead of it being tied to a stat.
So, items are probably going to have attribute requirements attached these days. So bulking up attributes doesn't just give you deeper pools, it gives you better weapons/armor/rings/etc that are keyed to those same pools.
In fact, here's the patchy update I've been writing on armor.
ArmorArmor has a damage reduction value indicated by
DR:X|Y
X is the amount of damage an incoming attack has to deal, and functions as the minimum amount of damage that an incoming attack can be reduced to. Y is the die size that the reduction dice uses. So, for example, a set of armor with DR:5|10 would reduce the damage of any incoming attack by 1d10, down to a minimum value of 5. A set of Armor with DR:2|5 has less damage absorption per attack, but triggers more often. DR:2|5 and DR:10|20 are both useful, but for very different types of engagement.
Like all items, armors grant abilities depending on their attribute focus and requirement. Armors that require agility boast evasive abilities to simply dodge high power attacks, armors that need Will offer new methods to tank damage and and benefit from taking hits, armors that require vigor protect the user from various status effects or can be used to buff themselves.
So, let's take Shorn's Writhing plate.
Currently, it's a pretty awful piece of work. It gives decent resistance in exchange for tanking his ability to hit. Worse, it interferes with itself by also killing his evasion.
Let's assume this is the best armor he can get at start, so it's going to require 5 will to use. Will is the stat of damage tanking, so lets play with that.
Writhing Plate (Req: 5 Will, DR: 3|8, Grants ability: Unstoppable Horror)
Unstoppable Horror: Spend 5 will charges. For one round, Shorn's DR minimum is reduced to 0 and all damage absorbed by Shorn is accumulated in a damage pool. The round after that, the damage can be parceled out to increase weapon max damage 1:1, or to add a flat bonus to damage reduction rolls made that round at a rate of 2:1.
So, any time Shorn takes more than 3 damage, it's reduced by a d8, which is pretty damn good and ensures that, for the most part, he takes scratch damage. He can then blow his will charges out to get a chance to remove even scratch damage, as well as get the ability to become even more resistant the next round or convert his charges over to boost damage.
Now Shorn is as unimpeded to hit as anyone, can do some serious tank work, (Not even counting any ability granted by his shield!) and can still hit like a truck when he needs to! Unspeakable revelation becomes an even better ability if I change it to: 'can spend Will charges as Potency charges for one round' since it lets him periodically make extra fast/powerful attacks.
On the subject of vaguely defined items, now I'll want you to specify what attributes the object requires. There's a big difference between "Longsword (Potency)" and "Longsword (Agility+Precision)"
Admittedly, on the subject of taking control away from the players, it's either this or coming up with boring starting gear. After that I'm going to be taking control away anyway by giving you loot drops, so it's going to happen regardless in this system.