Well, Secondary Stats have a base TN of 15 for Saving Throws, and that could actually remain the same (with spells and other things keeping their Save TNs as is).
So the only real change would be for skills.
Instead of
skill + stat + roll + Mods >= (TN 20 + Mods)
(which is it currently, we just have the GM determining the Stat at the time of the roll since many skills could work with different stats based on how they are used)
We are talking about changing it to
skill + roll + Mods >= (TN 20 - Stat) + Mods
(this would essentially be sayin "Make a XX Stat based skill roll" which then gives a base TN based on the stat, and the GM would then apply the mods (he doesn't have to state them beforehand either)
The problem here is that Magic and Combat then become the outliers on how they are resolves (because they still use the old methods, though magic could easily be adapted, combat cannot be so easily adapted.
I ran a few numbers for the Elf (the one you posted) against a Kobold, and here is what I got
Elf
DT 20 (15 + 4 Spd + 1/5 rnks melee)
AR 3 (soft leather +3)
Wp Skill 9 short sword (Dex, DR6, Str, +2init), 10 (bow)
Dex 5, Spd 4
Kobold
DT 24 (15, +1/5 melee ranks (+1), 4 SPD, 2 Shield, +2 size)
AR 8 soft leather +3
Wp Short Spear (Spd, DR7, Str,+0init) 9, Dagger (Dex, DR4, Str, +4init) Light Crossbow 11
Using Small Shield (+2 DT)
Dex 4, Spd 4
Cbt:1H 7
Cbt:Mi 5
Normal
For Elf to hit Kobold - roll 15 minimimum
For Kobold to Hit Elf -- roll 11 minimum
Ok, using Stat rolls as Base
Elf base 15 (this would be a Dex roll for the Elf, due to short sword)
Kobold base 16 (Spd because of Short Spear)
To hit using Stat rolls
Elf has +5 (4 Speed, +1 from 5 ranks melee)
Kobold has +9 (+2 Size, +1 from 10 combat ranks in Dagger, +4 Spd, +2 shield)
To hit under Stat Base
So the TN for the Elf to hit the Kobold will be the base of 15, + the 9 from the various modifiers, for a total of 24
Thus, the Elf, with 5 ranks in Combat, requires a total roll of 19 or higher to hit the Kobold
Now, for the TN for the Kobold to hit the Elf, the Kobold is starting with a base of 16. He then adds the 5 points for the Elf's modifiers, giving a DT of 21 against the Kobold.
Thus, the Kobold with 7 ranks, would require an 11 or higher to hit the Elf.
As we can see from these number, the Elf gets the short end of the stick here.
But that also brought up another thought.
One thing that has always bothered me with point systems is no easy way to limit the number of ranks, so you could end up with some very lopsided characters perhaps. Like a 100 point Kobold who has 7 ranks in Melee when an Elf of the same point value has only 5.
So, I was thinking, of introducing a cap, simple and effective (and it would mean I have to rework a lot of critters).
Simply put you may have a maximum of 1 rank for every 20 points total (CP & XP combined), no matter where the rank comes from.
This will also allow a GM to better gauge the effectiveness of monsters against PC.
How does this sound?