I picture something like:
Physical: Strength, Dex, Toughness
Mental: Learning (How quickly and how many skills are involved with the character, and the processing of raw information); Inspiration/Creativity (either name would be good; controls factors like quality or work, number of materials used in a job, even how fast they can complete a job); and Stability (madness seems to play an important role in this game, as does mood. This could dictate the characters behavior in both areas)
Social: Relative Appearance (How attractive a character is to other members of his/her own race, which would not nessisarily have to be a scale like the rest of the stats, but a particular appearance number, to which other characters are attracted: ie. Shorty McLoveland loves dwarves who are appearance numbers 65, 76, and 98 (out of 100 different appearance types). After you have the numbers you simply assign adjectives to them (ie. 1 - Stout, 2 - Rotund, 3 - Pock-Marked, 4 - Chistled. etc.) and the whole thing works naturally. The higher the overall relative appearance is, the more traits the character has. Dwarves who embody more of the traits that another finds attractive are more likely to attract, and if all the factors match up well, boom, romance starts. Just like real life. Also, a rare human/elf/goblin could find one particular RA number attractive and then you have the social setup for interspecial maddness.); Command (Military is important in the game aswell, and this would control everything from teaching to unit management to organizational skills; it could also function as manipulation, but with the broader sense of being less sneaky and more authoritative.); and Socializing (which would cover all other areas not addressed by the first two social skills.
As for magic, I would sudjest only two stats:
Latentcy and Potentcy, with everything else covered by skills. Latentcy would dictate the raw energy in a creature, and all creatures would have it (I think there's something to that affect already presetn in the raws), and it would determine the value of their sacfirice in terms of magical energy aquired. In sentient beings it would also cap their magical power, functioning like a Mana pool mixed with a scale of exhaustion. As you use your latentcy to fule magic you grow weaker, so that those with low latentcy can only cast a few spells without resorting to sacrfice, while those of greater levels can use it much more freely. Potentcy would be your command over the forces unnatural, how well you shape them to your desire, and would tell how much of an affect you had. Latentcy would limit potentcy and potentcy would limit magical knowledge.
I think the fewer stats you have involved in a game the better off you are, myself; the classic 6 or D&D or the 3x3 of White Wolf lasted so long because they where basic, but could but manipulated infinitely.