Yes I'm aware every NPC in fallout title have their own hidden SPECIAL like how Mr. house has 10 LCK, but I'm talking about giving settlers a special system that influences what jobs they'd be good at like in Fallout shelter. Which brings up the question, why wasn't that added? Anyways I think it would make settlers more interesting if we can see their special when assigning them to jobs, and have their special make them better at preforming certain jobs. Here are some examples on how different special stats could make settlers better at certain jobs:
Strength - Primary effect: Makes a settler a better farmer. For instance, a crops food output will be modified by a settlers strength, .1 for every point of strength they have. A 5 Strength Settler with have no bonus, while a 10 strength farmer with cause tatos to yield 1 food instead of .5 and mutfruit yield 1.5 instead of 1 per plant. Reasoning: Farming requires lots of manual labor, and a stronger body will allow them to work more laboriously throughout the day. Secondary Effect(s) Settlers can carry more, and do more damage with melee weapons just like the player does.
Perception - Primary effect: Makes a settler be a better gunner when assigned to artillery, they will respond faster and be more accurate when shelling. Reasoning: They simply are more alert and prepared for when the time arises. Secondary Effects: Makes settlers more accurate with at long ranges. Reasoning: Having and accurate gun can only be so helpful if you have poor eyesight.
Endurance - Primary effect: Gives the NPC more HP just like the player. Useful for risky jobs like guards and provisioners. Doubly so for provisioners, because they are not protected from (NPC induced) death like regular settlers.
Charisma - Primary effect: Makes shops generate more revenue. Reasoning: Just like the player, better charisma means they can drive better deals. Secondary Effect, makes shop be better stocked. Not stocked with better stuff per say, but carry bulk items like ammo and food in larger quantities.
Intelligence - Primary effect: A new job for settlers: Engineer, when assigned to turrets, they can restore their heath when damaged in combat provided they can access them. Reasoning, their Intelligence allows them a greater understanding of machinery and how to operate and repair them.
Agility - Primary Effect: Settlers are light on their feet and quick on the draw. Provided they are not the only targets, enemies are less likely to shoot at them. Reasoning, better agility means you can stay mobile and make yourself a harder target. Secondary effect: Settlers reload their weapons more quickly, and revive faster when downed. Unassigned settlers default to agility when it comes to point training.
Luck - Primary Effect: Settlers are more likely to come across valubale items when assigned to a scavenging station, such as items containing copper and aluminum. Reasoning: Well, it's luck. Secondary effect: Has a higher chance to spawn with better starting gear like an upgraded pipe weapon and light armor.
For the points distribution, lets say around the 30-35ish starting points, just a few more than what the player gets (28) After all, they had to put up with the harsh wasteland all their lives, while the player is (at least started out as) a squishy pre-war person. like in FO:S, Stats will be randomly generated. When assigned to a task, that settler will train over time and get better in that respective special stat. As for how much they can be trained, let's say they can level up a total of 10 SPECIAL points. So if you get a settler with a SPECIAL of 2563467 (for a total of 33 points), that person has decent endurance, and you assign them as a guard, over time their END will go up as they do their job (and get beaten up in combat), after