I like this idea, that way you get very good amount of specialization and the skills reflect your actions. I don't hate having to choose Stats before playing as a character, but it'd be more intriguing if the system was intuitive and allowed for a specialized society.
There would have to be limits on what the people with weapons could do also, otherwise they'd destroy everybody else who doesn't specialize in combat, and other gunfighters wouldn't stick up for anybody else since they have no reason to.
I proposed a similar kind of thought, but the post hasn't been approved yet, of perhaps having an economic class that requires the armed people. That way you don't start out as one or the other, but you can develop yourself along the way. The economic class would be the only ones able to exploit resources or make them, they would sell these to NPCs for caps or hire NPCs to work as intermediaries in their business or area, and then they would also hire armed guards to protect them if they need to go out for resources, go loot a building, protect against theft, something like that. They would not be able to own weapons or fight in conflict, but would be able to do the construction/selling/resources.
If armed people are just running around everywhere, killing everything, and we all have to do the same quests, the same general experience I think its boring. Everyone knows how to do the quests already, everyone is doing the same quests-> it doesn't make it feel like your gaming experience is unique. It feels like you're a carbon copy competing with others and moving along the same tracks towards a world that will eventually be bloated and predictable.
What I always considered in my mind while playing Fallout, Fallout 2, and the other unmentionables is how an online environment would 'flesh out' the NPCs and make their concerns realistic and dynamic. Give people the oppurtunity to immerse themselves in the game, by the profession they make voluntarily of their actions and without preset 'classes/jobs', this way you get an organic game and an organic society.
People will be less aversed to go to conflict if they know that it affects their ability to feed, shelter, clothe and arm themselves.
If its just ganging up with others to take out creatures, or going by yourself to take out creatures, and the economy only relies on loot being auctioned in massive camps of people, standing around in some center of town, it would kill the immersion. I don't want to be forced to join a guild, and I would like to see how the game creators are balancing the individual's possibilities for development/property ownership/etc. The only thing we hear about are ideas for guild owned cities and other things like that.