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(+1)

Great question - those were removed as general cleanup and rules clarity. There isn't a purpose to cap those stats as the increases to them finite numbers from bonuses found playing the game. I also discovered, through player feedback, that speaking on maximum possibles introduce a min/max perspective to the game that was not my intention as GLIDE has always been a casual pick-up-and-play style game from my own design philosophy. 

Speaking on things like Stamina - I've actually adjusted the action economy for COURIER - Repacked by using action points. I found that players enjoyed knowing how much an action costs, and how many actions they can do each round, without attaching an stat name to it, as they no longer need to manage a pool of resources just to move around the map and explore.

Hope this helps! Feel free to email me if you want to talk more on it.