Yes I didn't say it was perfect, which is why we are overhauling it for A17. Each attribute has 1 ranged and 1 melee weapon it governs and crafting quality is tied to that perk that governs that weapon. Players can survive with one good attribute now, and thrive with two. So theres basically about 5 main character classes now but you can mix and choose as long as you can afford attribute requirements.
Perception: Sniper/spears, Strength: Shotgun/clubs/sledge, Fortitude fists and flamethrower, Agility bows, knives and pistols, intellect is a taser baton and an a new junk turret weapon that auto aims for you. You can place it on the ground and it works if you are near. So INT players will either hold the turret and move slow and the turret kills for them, or they can lure zombies into a room nearby that has pre-placed turrets. They do not use electricity but are powered wirelessly from the player, thus have limited range. The turret shoots scrap iron.
We still need to meet with programmers on some features but hopefully its all pretty doable.
In a nutshell we're supporting snipers, melee bruiser tanks, quick run and gun characters, stealthy characters, and scientist characters who don't like to get their hands dirty and can be support roles with their medicine and crafting of tech abilities. And any other combination you might like.