A couple more points, having reviewed the whole thread.
1. Somebody brought up a screenshot of Diablo 2 items, demonstrating the myriad stats. Well, you don't want that. But D2 excels in representing character stats in an unobtrusive way. They are mostly tucked away on the character page, leaving only a visual representation of the character with two orbs representing life and mana, and a bar representing stamina. While you can mouse-over the orbs and get your current/max values, you can also keep an eye on how "full" they are to get an instant assessment without numerics -- not really any different than if your character representation got bruises, etc. One is for nit-picking your build in town, the other is for battle telemetry.
Secondly, if you try to wield a weapon and don't have the necessary strength, you simply can't equip it. There is a statistical cue that explains why in the item description, IIRC, but it is small and could be omitted. The character representation doesn't wield the weapon, and you start punching things.
2. There's nothing wrong with removing statistics from the player's view during gameplay. The player needs to tread
much more carefully, that's all. Maybe you'll need to think twice before attacking everything in sight, but since when is that a bad thing?
If you're looking for a good compromise, you could have pages of stats that are only viewable in town (or whatever "safe zone" you wish to imagine) when you're in "build mode". Once you venture into the wild outdoors, you're limited to working with your virtual senses. Not entirely unlike TF2...though it doesn't have a sophisticated advancement system at all.
