I've been spending a LOT of time theorycrafting this, and boiled it down to this: I'll be making three "experimental" characters before I make my "real" character. This way, I can see hat effect stats have at their highest levels, and determine whether the benefits they confer are worth nvesting points.
1) Hulk: STR 10, END 10, LUCK 4, others 1 ---- I'm pretty sure I know the benefits of high strength (melee damage, carrying capacity) and endurance (sprint more/longer, resist rad/poison, more hit points).... so I may not actually create this experimental character. Since I prefer to sneak around and avoid combat, or snipe foes from extreme distance, I rarely boost Endurance or Strength, so for me it really becomes a question of how LOW can I go without severe inconvenience. In particular, Carrying Capacity could be an issue if we don't get some way to spread the load around (Hey, Codsworth, carry this!).
2) Brainiac Sniper: INT 10, AGI 10, LUCK 4, others 1 ----- with max INT, I'll be able to see how fast I gain "experience" and whether that's general overall experience or experience in individual skill/perk lines. Basically, what does INT ~do~.... will it be as important as in previous games, where you want it as high as possible, as early as possible? Or if INT just increases your general rate of leveling, would you actually want it LOWER, to give you more time to build up your skills/perks before reaching a new "level"? Unless reaching a new general level IS the only way to increase skills/perks. And of course AGI should let me sneak like a ninja and use VATS a ton; might be hard to go back to a sub-10 AGI once I see how useful it is.
3) Lucky Star: LUCK 10, CHA 10, INT 4, others 1 ---- if Luck's effects are SO random and unreliable as to be "worthless", and its critical bonuses only rarely useful, I will know I can leave Luck at 1; one of the other builds should tell me what effect a 1 LUCK would have; if my gun constantly jams or some other BAD luck happens, I might need to put SOME points into it. Charisma's effects are also a bit up in the air ---- barter prices do not interest me in the least, nor do Companion stats/efficiency, so if Charisma does not open up a LOT of dialog options then it may be relegated to a value of 1.
PER's effects seem pretty straightforward; being able to detect foes at greater range is nice and all but I don't know that it's THAT useful.
A lot depends on whether we can get Surgical Implants, or if there are SPECIAL bonuses from collecting bobbleheads, or if I can get the Four Eyes perk and wear glasses to get +1 PER, etc etc
I wonder if our stats start at only 28pts total because we can increase our SPECIAL later on. Having a 4 in all stats (evenly distributing the 28pts across the seven SPECIALs) seems a bit low if the scale is still 10 max. Below average across the board? Or maybe they prefer us to specialize to a degree --- have two or three stats barely above minimum and then two or three midling range with perhaps one VERY above average stat.