Before I start, I just wanted to state that the system seems to be very balanced as far as I have seen in the short amount of time testing. The seeming max amount of each stat is reasonable and similar to personal character or reputation traits in the magnitude of strength.
However, I feel the system could be better in terms of “feel”. I would like to suggest one of two possible options to improve that.
1) A change to double the ranks of skills (to 900 from 450), half the rewards offered per point (.25% crit, .5% hull hp, +1 control resist, etc.), and half the exp needed for each perk (10,000).
In essence, it is the same outcome, but a player could obtain one perk per day versus every two days. This accomplishes two things: The rate of progress is something easier to grasp, and the RNG is not as much of a stumbling block. For instance, on the live stream the first perk point added in the demonstration offered “impulse speed”, “turn rate”, and “sprint speed”. For something you spent two days on, despite the amount of effort, I’d find that selection a little disheartening. However, I wouldn’t feel so bad if it were something that I could achieve in a day as well as “banking” 2,000 extra exp into tomorrow’s Endeavors. With that it feels similar to daily mark rewards for reputations, as it is enough to fill in the daily rep project, but with extra to go towards the next one.
2) Keep everything the same as now, but halve the needed exp per perk.
At the current iteration, the entire system will require 9,000,000 endeavor exp, which amounts to approximately 750 days of play or a little over 2 years. Playtime wise the amount is small, but time-gate wise it is huge. For a person who plays every few days (such as only the weekends), that would take 5-6 years. I understand the system isn’t a carrot-on-the-stick, play every day type of incentive, but the gating seems excessive. With half the needed exp, it accomplishes the same as suggestion 1, but also makes the system able to be completed in 375 days of play. Just a little over a year for a hardcore daily player, and over 3 and a half for a weekend player. The entire system is a small amount of power creep, but it benefits constant players over less constant ones by nature, it’d be nice for them to catch up in a more achievable amount of time.
So in conclusion: The system currently feels like a bi-daily push for random stats, intended or not, this is the psychological feel ingrained in players. It would be better for it to feel like a daily objective with a more immediate outcome, as well as less punishing for non-daily players or bad stat “roll” outcomes.