Some would argue that ANY stat system would horrificly deny creativity and posting in the first place. Wrong! its where the stat system would limit players. No doubt you think this crazy, but think about it. What would you give to further keep players from being abusive, yet let them fully roleplay in the first place? The answer is a RELATIVE stat system. Basicly a method that is more intrinsic that forced. You ask how is this even possible? Well... lets get to the system in the first place then.
Scholastic System:
Imagine the difference between a general and a fresh recruit. You may argue that there is no way for the fresh recruit would beat the general in the first place, right? Well, under Relative stats, the answer is the level of training.
Think about it. Even the greatest trained generals COULD be bamboozled by the least of forces. Insanely slim, but possible. It would all depend on the style and competency of the roleplayer in the first place.
Thus, I am proposing a stat system that represent 'Training'. Basicly how competent a person is in the first place. He could still use the better equipments, and even roleplay just as long and efficiently, but the character would reflect more just how experienced he is in the first place.
The Stat System:
This system deals with setting a number of points, and letting people spend more money on them to improve them further. In the game I came from, they began with 2000pts, and could spend 1 point for 1 more stat.
Piloting - How skilled you are in flying spacecraft and aircraft.
Armory - How good you are at defending things and maintaining shields.
Gunnery - How good at firing weapons, along with improving potential damage.
Engineering - How skilled in maintenance and repairing things.
Leadership - How skilled in managing and coordinating whole groups of things.
Systems - Special systems can be very complicated. This trains you in that.
Construction - How good at building and upgrading anything in general.
Research - How good at developing new technologies.
Shipwrights - How effective you are at operating submarines and other naval vehicles.
Navigation - How efficient you are in locating and going to places and destinations.
Siegecraft - Your ability to lay siege against just about anything.
Outfitting - How effective you are in equiping/unequipping, and utilizing all forms of equipments.
Biogenics - How good at understanding and utilizing plants and animals of all kinds.
Tech Lore - How skilled you are in understanding complicated technologies.
Mobility - How good at using ground vehicles and mounts you are.
Tactics - How good at devising strategies and executing complicated formations.
Stealth - How good at sneaking, infiltratrating, and disguising yourself.
Scouting - How skilled at spotting stealth units you are and finding just about anything.
Thieving - Your ability to infiltrate security systems, plus steal, sabotage, or disable assetts.
Diplomacy - How good at negotiations and contracts with others you are.
Scholatics - How good at training yourself and others you are.
Physicals - How efficient you are at heavy labor and carrying things.
Stamina - How good you are at performing at peak performance for long periods at a time.
Vitility - How good at surviving you are in the first place, along with resisting poisions.
Health - Longer lets you go with less food and water, over greater periods of time. Resists disease.
Luck - If all else fails, you can rely on your luck to bail you out. Devious, but useful.
Medical - How good at healing and remedying yourself and others.
Utilization - How good at using tools and items in the first place you are.
Archae - your ability to uncover ancient ruins and decipher advanced texts.
Literacy - How good at reading and writing you presently are.