Honestly I like a lot of it - a few thoughts:
- This was one of the first rpgs I even took on designing, and though I like it, there are definitely some improvements I'd add now. I like to think I've gotten slightly more elegant with my design, and I think some of the things you've added are stellar.
- I in fact in my first back-of-napkin writing of this game thought to use the "mind body soul" framework for attributes. But in full honesty I value the variation of classic dexterity versus strength. i, additionally wanted to leave a "charisma" and "intelligence/wisdom" type skill to provide a variation for numerous magic systems that could be used. all in all, i feel as though I like the attributes I had picked for the meaning behind them, but do like "persona" more than charm.
- tenet is a much better word than core belief. I like that.
- i personally do like the hp system I had put in place as it feels it honors some more old school methods of your attributes influencing your other dependent variables of stats (aka wizards end up being glass cannons, etc.), but can understand the desire to start at a more even playing field!
- healing mechanic is great, i like it - just didn't end up putting it in, but i agree on the method of doing it. might offer 2 hp rather than 1 hp because 1 hp doesn't go very far post a fight.
- i like the max hp idea to 7. over the years of my rpg experience and growth, i've also come to love the "if you bounce back from passing out, you grow stronger and gain hp" method some games use, as I find it encourages risky and fun play and develops a grizzled character. that could potentially be another way to gain hp if you're someone who isn't gonna focus on physical attributes. but also using the 5 xp to gain hp is a good idea too. not as narrative engaging in my mind perhaps, but still great!
all in all, great edits all around. nothing about hacking an rpg is presumptuous, if anything it feels honoring to have you hone it to something even better!