It's frustrating seeing the same old 'no more +5 Attribute gringing' argument over and over again. It's like you guys post without even reading the thread or thinking about the subject. How would attribute grinding even be possible given that classes and Major/Minor skills have been removed?
Seven pages is a lot to read, it's getting close to dinner and I'm hungry, so sorry....
As to your question. Every skill still governs an attribute, how big that multiplier is depends on what skill you used during that character level. Major and minor skills are only relevant in terms of being able to control those multipliers. Minor skills have no impact on leveling but do have an impact on the attribute multipliers. By raising minor skills you you can control those multipliers. That might sound like cheating, but in a game like oblivion, getting a X5 endurance multiplier is crucial as opposed to getting a X2, especially when the hitpoint bonus for Endurance is not retroactive.
If you remove the major and minor aspect of the game and make it so every skill has the potential to count towards leveling up your character, you can no longer control those multipliers. What if you need to raise a stat rather quickly early on? As in the case of endurance, because again bonus hitpoints are not retroactive. Best solution is to remove the multiplier aspect of the game entirely so the player no longer has to worry about it and just concentrate on raising skills and getting perks to make you better at your chosen skills.
When you get down to it, most stats in a game like this focus on increasing either how much you can carry, how damage you can do, how often you hit, how many hitpoints you have, and how many spell points you have. Damage and accuracy can be dealt with through the use of skills. And you can easily govern hit points and spell points just by determining which of those you want to increase directly instead of worrying about some connecting stat.
About the only one I can think of that's not really tied to those things is how much you can carry, not sure how they there going to address that, maybe they'll tie into the fatigue stat.