I am playing the early access since launch and have played for about 116 hours.
Based on my gameplay experience I felt that as of now the incentive to select a stat is mostly determined by the basic moveset of a certain weapon.
My damage stat choice was influenced by the desire to use a certain weapon instead of a weapon class, roleplay or access to a rune.
I felt certain changes might make the class progression more enjoyable and distinct.
My suggestions are :
(1) Link damage scaling of specific weapon class to a stat
2H and 1H Straight Swords, Axe, with Str
+ Str-Faith for 2H Hammer and Mace
+ Str-Int for 2H Curved Swords, Halberd
Bow, Dagger with Dex
+ Dex-Faith for Scythe, Spear
+ Dex-Int for Katana, Rapier
1H Hammer, Mace with Faith
1H Curved Swords, Wand with Int
+ Int-Faith for Staff
(2) Changes to the rune and elemental effects
Frost and Lightning scale with Int
Plague and Fire scale with Faith
Buff runes scale with Faith
Only shields can use buff runes
I think this way we can have a clear pathway or understanding of what we are investing into based on a roleplay perspective.
I Also think adding stamina attack with bow in recent patch is not required.
Melee weapons spend stamina and generate focus and ranged weapons use that focus. This system is balanced and proper in my opinion.
Personly I would like to see weapon requirement removed so I can try all weapons and runes but keep scaling so diferent weapon scale with diferent stat.
You can try all weapon but you need to invest in stat point to be effective.
And for those weapon that have 2 stats I would like them to scale with the total number of point invested in those 2 stat and it does not meter how I distribute those states. Example if weapon require str + dex, 1 str + 5 dex = 6 str + 0 dex = 3 str + 3 dex.
If weapon requirement are removed and stat scaling work like I described, all of a sudden you get access to a lot more weapons. If you have invested in str, weapons that require str + dex or str + int or str + faith are now available.