NV:
STR: Melee damage, Carry Weight, useable weapons.
PER: detect distance.
END: Resistances, hit Points, implant numbers.
CHAR: Companion Nerve.
INT: skill points per level.
AGI: action points, draw/holster speed, reload speed.
LCK: Critical chance, winning casino games.
All SPECIAL stats add bonus points to skills when raised.
Skills: Barter, Energy Weapons, Explosives, guns, Lockpick, Medicine, Melee Weapons, Repair, Science, Sneak, speech, Survival, Unarmed.
Fo4:
-Three stats: Health, AP, INT? One raisable per level, similar to Skyrim, but make it optional.
STR:
-Move STR's melee damage modifier into the melee weapon skill's natural damage increase progression.
-Carry Weight affected by total AP.
-Weapon STR requirements and penalties moved into skill level requirements for weapons.
PER:
-Detect distance modified by increasing the abysmally low view distance past games had, and just letting the player look for themselves.
-Perks that augment this ability.
--Far Sight(X rank(s)): Enemies appear on compass at longer distances for each rank.
--Good Eye(X rank(s)): Makes hidden objects/passages, and traps, glow slightly, second rank makes even more hidden objects glow.
END:
-Health takes it main function.
-Additional health gain per END level changed into additional health gain per total HP.
-Implant numbers affected by total HP.
-Resistances affected by total HP + perks, like the ones that already exist.
CHAR:
-Companion nerve bonuses moved into speech skill's progression.
-NPC disposition also moved into speech skill + perks.
INT:
-Same function as before, though possibly under a different name, also adjusted "skill points per level" rate for possible raising every level.
AGI:
-Replaced with action points.
-Draw/Holster, and reload, speeds affected by AP.
-Total sprint distance affected by total AP.
LUCK:
-Critical chance bonus spread out over weapon skill level. 1% more critical chance per 10 weapon skill level.
-Casino winning chance is a hard one, as luck doesn't actually exist, so its hard to convert something that doesn't exist into something that does. but If I had to put it somewhere, it would either be a perk, or affected by total AP in a "slight of hand to cheat at games" type of way.
Each of the three stats adds a couple bonus points, per arbitrary threshold number, to skills.
-Health: Explosives, Melee Weapons, Survival, Unarmed.
-AP: Energy Weapons, Guns, Lockpick, Sneak.
-INT: Medicine, Repair, Science, Speech(which has been combined with barter).
So I just took apart any need for SPECIAL, with a 100% feature conversion rate between the old and new systems, meaning absolutely no total complexity was lost, how fun!