I enjoyed reading those additions and I agree that currently the stats seem unbalanced with stats being better than others. I analyzed what each stat would be doing fundamentally and keeping that, but enhancing it. That was the idea baseline for my stat versions. But I do love the idea of having hidden stats that combo off of each other. That would give more of a plausible differential than what I proposed, but would take longer to implement than mine.
AradorYin
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And since you have indicated 5 base stats, "chance to level up one of your 5 base stats up to 4 times", we could include a luck or LCK^ that could be special scenes and chances for critical successes on timers, money (in tips or something similar), and maybe better chances for finding things when exploring.
As a side note, I love what you are planning with the system already in place.
With regards to what the 4 visible stats could do, I believe it would make more sense (feel free to use this or modify this as a base) with the stats doing the following:
STR^ - Stronger combo | could be a stronger combo multiplier (this stat could stack, based on rank, with the faster food timers and more money based on combo
END^ - Don't lose energy as fast and gain additional max energy per rank
SPD^ - Cooks food faster and faster combo rate
CHR^ - More money from working and a 3%/5%/10%/20% rent decrease