I like it that sovereigns and champions have attributes. I really like that. I could think of interesting ways to utilize them to further expand on the rpg aspect of the game. I came up with an idea when I was doing some quests. It's something that is actually quite common in traditional rpgs and I think it could also work in FE, obviously there are other more pressing issues at the moment, but for future reference.
You already encounter different options when solving some quests. It would be nice if some options and answers depended on the amount of your sovereign's attributes. Some examples:
You are assigned to get a certain item from a well guarded tower. If you have dexterity of 20+, you get an option to avoid the fight altogether, because you are able to climb the tower to sneakily loot the object. The options would be something like:
1 [Attack] "You fiercely jump into battle to fight the tower guard"
2 [Dexterity 20+] "You climb the backside wall of the tower"
3 [Abandon Quest] "You turn on your heel, the tower guard is simply too strong to take"
A follow-up example:
You return the desired item to the person and you get the promised reward of 200 gildar. If you have high Intelligence, you can cajole the person into giving you the money and the item, because you convinced him that the item is supposedly cursed.
1 [Receive Reward] "You take the gildar in thanks and walk away"
2 [Intelligence 25+] "You convince xyz that the item has been cursed by the evil Ceresa"
I think you get the idea. I realize this is something that takes a lot of time and work to balance and would only be feasible for a future expansion, but I think it would make the game world come alive big time.