Well, "stat-wise" it depends on if you include skills. Atts are a bit preliminary perhaps, and even the listed ones won't be fully implemented for a long while, but I think they have pretty good general coverage. Skill-wise, we're going to see a lot lot more. Not so much for this release though, but rather as the specific game elements (like instrument use) come in.
For unarmed, the count is actually five (I hadn't included the unwieldy objects, a skill I haven't named but it seems there should be *something* for that). Then there's wrestling, dodging, grasp strikes (needs name), stance strikes (needs name, probably kicking). Breathing fire and bites and so on are awaiting skills that I haven't set up yet. There are also general skills for melee/ranged combat that pick up some of the slack that used to depend on "level" (counterstrikes, noticing charges, etc.). Those just need to be handled with the new atts and so on, but there's also something to be said for keeping the new "melee combat" skill, as somebody that has been using a sword and fighting in real fights with it for fifteen years would be able to pick up a spear or a mace and have a real advantage over a completely inexperienced person, and not just because of atts. As these skills are given names, the melee combat skill might fade out and be removed, but I'm not sure. There's something to be said for having a skill tree like Armok 1 had, so that say as a simplified example effective_mace=max(mace,sword/3) or effective_mace=max(mace,melee) and that kind of thing, but I just haven't made a final decision on that (what I'm setting up now won't feel it too hard either way if I decide to change later, so I'm not that worried about it, but I'll still have to make up my mind one way or another in a day or two).