Let me start with this example: As a human species we are all different, aren't we? Some can run faster ( movement speed ) than others, some may be better at swimming ( speed in water ), some has more physical build for more robustness ( health point ), some are good with the use of explosive power ( critical hit ) while some others may be less athletically oriented but more good at executing combat skills ( bomb range / knock back / etc ).
Now let's take a look at Bruce for example: at lvl 20, with the current skill point distribution and upgrade system, you can max everything of those mentioned above. There's no diversity, no surprise nor unexpected move which would come from Bruce, it's quite easy to predict the next move of him... all Bruce has the same characteristics: high health, being slow and good at close-range combats. This kinda make the game boring, that way no char actually has an "ace up your sleeve" that make himself/herself unique and distinguishable from other Bruce. What matters is only your char and item's level. This has led this game a P2W game as we all already know.
But what if, for example, a lvl 10 Bruce could have some secret "weapon", which no one would have never expect that that was coming from a low level? ( btw I'm lvl 20 ) Maybe he can surprise enemies with bush dash speed, or spear dash range that can reach to the enemies more easily than other Bruce in general, for giving a final blow when lvl 20 has low health.
Here I'm suggesting a complete rework of a skill points / attribution system. The new model doesn't let you max everything, you can't have all the attributes maxed just like it's impossible for us human to be skilled at everything in this real world. And the interesting part of this new system also features a "sacrifice": you decide which attribute you want to sacrifice in order to gain more on other one!

