We actually almost have all the base stats we need; from an earlier post:
Attack = Chance to hit.
Damage = Damage dealt when an attack lands.
Defense = Chance to avoid getting hit.
Resistance = Chance to avoid getting hit by spells.
What we actually have is.
Daring = Chance for attack damage not to be reduced. (Attack Skill)
Attack = Damage dealt (Damage)
Dodge = Chance to avoid getting hit. (Defense skill)
Defense = Reduction in damage taken (physical and spells i think) (Resistance)
I just think the attack and defense numbers get out of hand and the dodge and daring numbers are not used enough. The main difference between the two systems would then be that in the former the attack and defense skills are directly opposed. Where as in the latter the chance to be hit is in the defenders hands, where as the attackers skill determines if he gets past the defenders armour.
Combat speed should rarely get altered and instead the movement point cost should be employed more as a penalty (especially with heavy armours). For example being on a horse should not increase the number of attacks you get, but should increase how far you can move. Likewise holding a sword should not make you move further.
Of course I have no idea if the AI would take proper advantage of the modified stats even though they already exist in the game.
I agree that the 1DN is a little annoying though. Though if I am right in thinking how squads work now it isn't quite as bad as it was.