I disagree.
Primarily on point 1.
Point 2 is negotiable, but I also don't like the idea of luck determining the result.
There's not much point in hiding the numbers, the gist of the choices will become known quickly anyway and having them visible makes it much more obvious to the player that she/he is making relevant choices that have immediate (and long term) consequences. I'm a big fan of tangible (read visible) results for actions, even if it happens to concern intangible variables.
Furthermore I hope that the designers take up the opportunity to implement spells/items/unit-abilities that key off the intangibles:
- The item Hammer of Justice deals +1 damage for every point of righteousness
- The spell Cruel Edict deals tactical AOE damage that increases by +1 for every point of cruelty
- The unit trait Loyalty grants +1 hp to the unit for every point of compassionate
...
OP's suggestion does make sense in a primarily linear environment where the player faces the same quests with the same choices in every game. However, instead, SK promises much much much content (with supposedly hundreds of quests already in the game). In such an environment it is important for a player to know what decisions she/he's making and what impact they have.