I wrote the current six attributes before I wrote the mechanisms that make use of them. While they worked respectably well in playtest, I think there's lots of room for improvement.
The ones that are working well are Daring, Alertness, and Size. I wouldn't mind looking for a different word for Alertness, but I'm otherwise happy with it's uses.
The ones that aren't working as well as I like are Fleetness, Wits, and Charisma.
Fleetness is the worst of the bunch. It's near completely useless. I had had this idea in mind about how some monsters or NPCs would be running from a fight and the PCs might want to catch them. But AP clued me in that Daring was a more fun attribute to use in the rare chases that might occur. After all, a chase across rooftops is way more kewl than a chase through an open field. And Daring implies the danger of the rooftops. Fleetness is out. It's gone.
Wits is not supposed to be a combat attribute. As a designer I don't want it getting mixed up in the combat sequences. However, as a player I want to use it to show how my quick-thinking characters can out-maneuver the big & dumb characters. And I'm not the only player that feels that way. I think the solution here is to replace Wits with an attribute that implies non-combat conflicts only. Wits is out. It's gone.
Charisma is totally useful and did everything I expected to do. Except add the flavor I was looking for. Charisma is kinda the catchall attribute for "When I'm trying to be friendly to people." Which is ok for some games. Not so much for this one. I mean, it works and all, but it's just not exactly what I'm looking for. Charisma is out. It's gone.
What I would like for my replacement attributes to do is to imply ways to manipulate and coerce NPCs without implying any bloody violence. Sexy violence maybe. But not bloody violence.
These are the three I'm considering using as replacements:
Hotness, Eloquence, & Stubbornness
I think they'll do what I want them to. Still letting them simmer in my brain though.