Sorry again guys. I wish I had time to stop by more often. I appreciate the time you take to answer questions and provide insight into your thinking about game design.
I'm not sure I like turning the priority chart into a point-buy system. To me, the point of having a priority system is that you're forced to make hard choices about who your character is and who your character definitely isn't. When you are allowed to make middle-of-the-road choices about competency across multiple areas, it encourages different types of characters.
I definitely see your point about naturally talented, primal characters like Conan versus characters who seem underdeveloped or disadvantaged in some way. I know part of your intent with Bastards is to model great fiction. I guess my response would be that you can't model everything in all of fiction equally well, even if you limit it to fantasy or historical fiction. Within those genres you have pretty vast differences that result in sub-genres each requiring their own model if you want to stay really true to the genre. Hence Blade of the Iron throne which tried to stick pretty close to the sword and sorcery genre. They wanted to model Conan, and they seem to have done a pretty good job of it—even though parts of the TROS based combat system don't actually work very well with Conan-style characters in my opinion. To me, a lot of historical fencing moves feel out of context in sword and sorcery.
If you want to stick more closely to historical fiction, then the importance of allowing people to make characters with super high attributes all around seems less critical to me. Conan is clearly an exaggeration of human capacity, while Alexander the Great's greatness could more easily be explained by other factors (social status, access to resources, historical circumstance, etc.). Clearly he was an incredible human in many ways, but I don't believe that real humans have all that much variety when it comes right down to it.
On the other end of the spectrum, characters like Glokta clearly have other talents, like cleverness and specific types of training that tend to make up in some ways for their lack of physical prowess. I'm sure the specific amount of attribute points and their distribution are arguable, but clearly Glokta has high cleverness and willpower to balance his low constitution and strength. Other characters, like maybe Samwell Tarly, simply aren't worth modeling in a game, in my opinion—unless maybe the game had a different focus. If you look at the actual stories told from the point of view of Glokta and Sam-style characters, they tend to focus much more on intrigue and mystery. The stories told in fiction about that type of character also don't tend to mix well with the stories told about more physically oriented characters—at least, they don't mix well in gaming, in my opinion. Players with physical characters moan about the lack of combat during intrigue scenes, while everyone else tends to get bored during combat. Some of that can be made up for with game design and good GMs, but not all of it. Fiction is different though. Sam and Jon share lots of scenes together, but you only get one POV at a time, and only parts of their individual stories overlap. In table top RPGs, you have to share the spotlight, which makes things harder. But maybe that's just me. I'd be interested to hear your perspectives on that. I'm veering into different territory here.
I also wonder if characters like Glokta wouldn't be better modeled by using a life path system.
As for the mixing of priority categories with attributes and with each other... you've given me some good things to think about there. It's not as simple as saying that the categories should never directly influence each other. You've already got some overlap going on with your major edge that allows specialized magic learning, and combining magic and combat into one proficiency category, and of course attributes having their general influence on basically everything. It's more a question of picking what kinds of overlaps there are and how that influences your game design goals.