Okay, so the revised rules I'm considering...
Stats are Brawn, Agility, Cleverness, Perception, Drive and Magic.
All stats start at +0 except for Drive, which starts at +2. Then you get another +5 to distribute (you can increase this to +6 or +7 by sacrificing 1 or 2 points from stats you don't want to increase). You can't distribute more than 3 points to any one stat, though. Finally, you can apply your racial template, which will adjust some stats up and some down.
Common NPCs tend to have ratings around +0, including Drive.
Drive gives you Drive Points equal to your Drive rating if it's greater than zero; otherwise you get no Drive Points.
Agility: 3
Brawn: 2
Cleverness: 3
Drive: 4
Extras:
Hm. That's not too bad. I'm uncertain on what dice system to use, though... stat + extra + 2d10 wouldn't be bad, but perhaps some sort of dice pool would be better.
Okay, how about 3 different things you can try in combat?
1. Standard attack / defense.
2. Angle for advantage. This uses the normal combat skills, but it's basically a feint... the amount you win by this time gets added as a bonus for next round.
3. Trickery. This uses non-combat skills and gives a bigger bonus than a feint... but every time you use it in a specific combat, it gets harder to pull off. Ideally, if the target is expecting it, you get a big penalty, but I could settle for just "each trick after the first is rolled at -2". It's generally opposed by your opponent's Agility or Perception.
So, with HM being a fairly typical sword & sorcery game, I should probably think a bit about niche protection. There are several possible approaches.
Character Classes: the traditional D&D method... you'll pick a niche and stick with it. The class could be strict (fighters can never learn magic) or loose (fighters always suck at magic, but can learn it).
Drive/Favorite Stat: everyone gets to pick a stat that they get doubled bonus dice on. Since the stats are arrayed out for 6 niches, you get to pick one of each. Anyone can learn another niche's skills, but they won't get the extra bonus dice.
Point costs: you just can't afford to be good at everything. The difficulty here is more restricting folks to reasonable niches... a character who excels at all kinds of fighting and magic but stinks at everything else is boring and undesirable.
It was Canduss the Methodical who introduced the use of coins as a method of representing wealth, back in the early days of the empire. One of the original White Lords, she combined the work of innumerable slaves, specially made presses and her own magical powers to mint more than a million small coins. Each was formed by melting loose a single drop of pure metal, then stamping it with the emblem of the White Lord that it represented. Over time, those representing Lords of higher power and status became worth more, with the result that in modern times the pale white coins stamped with the symbol of House Luciel are the most valuable of all.
As more coins were created, inflation began to set in and the coins steadily dropped in value. It was a later Imperial Treasurer, Calius III (one of Canduss's many great-grand-children), who shut down the mint to prevent more coinage from entering use and reducing the value of the existing coins further. To ensure that his decision was not overruled by the other lords, he had the apparatus that Canduss had built dismantled completely and the slaves that had maintained it put to death.
From that point forward, no new currency has entered the empire and the coins have slowly grown in value. The coffers of the nobility are kept full by taxing the populace, but enormous amounts of wealth from the early times are still scattered around the empire. As quantities have slowly dropped, there has been talk of minting more, but so far Calius III's belief that creating new coins cannot help but devalue the existing ones has kept any of the wealthy houses from supporting the idea. Instead, very small transactions are carried out with barter or by using crude wooden tokens that can be redeemed with particular establishments. Minting any sort of metal coinage is a crime punishable by death and seizure of all goods.
As a result of this, adventurers who stumble across an undisturbed cache of coins in some abandoned ruin (dating back to a period when such coins were of comparatively little value) can find themselves suddenly quite wealthy.