I love Cataclysm, but I think the weakest area definitely lies within character creation.
The fact of the matter is, having a universal point system to spend across traits, stats, and skills is a balance nightmare. Trying to balance stats against other is hard enough, but you’re balancing stats against skills and traits as well.
Skills should get their own pool in which to invest in at the very least, because realistically, everyone is going to have some skills. And in doing so, you can better balance the skill costs against one another. Skills that are more valuable in the game will cost more vs. skills that don’t see a whole lot of use.
Traits need a good hard looking at. There are a lot of flaws that are too good for the points they give, and I think the point maximum for them needs to be lowered as well. There really isn’t a lot here that isn’t worth taking for extra stat points. As far as the perks, I don’t really understand the point of having a maximum you can take for these.
But honestly, I’d like to see traits relegated to their own pool away from stats too for the same reason skills should be. It’s much easier to balance the perks and flaws against one another than against your character’s attributes. The one exception would probably be Illiteracy, which should definitely give your stats and/or skill points a boost.
There is also the issue of social skills/traits. If you don’t have interactable NPCs in your game turned on, they do nothing. What I’d like to see is NPCs and skills/traits to interact with NPCs moved into a worldgen mod, bundled nicely together.
Coming from playing tabletop roleplaying games, I can tell you that universal point systems are probably the most difficult things to balance period. They require a lot of GM oversight to ensure players aren’t cheesing out their characters. That’s why I believe it’s far better game design to have pools of reach aspect of the character. I do hope this suggestion is taken seriously.